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Post by x179396828 on Sept 21, 2012 0:58:10 GMT
Common problem in many MMOs: grinding through chunks of boring, repetitive content to get to the occasional pockets of fun. Now you can get a summation of the design manifesto straight . With Guild Wars 2, the entire gameplay experience will be expected to something that players enjoyed, regardless of how much time they could dedicate. For starters, it introduces elements typically associated with endgame "at every level and every possible opportunity." Things like large-scale boss fights are commonplace, as are the title's dynamic events that spread across the level range. Once you do get to the actual endgame, ANet says that there's still plenty to do. ArenaNet wanted it to be something that players got to experience every step along the way, spread out across the entire world of Tyria, so it has introduced game elements that you’d normally associate with “endgame” at every level and every possible opportunity. Once your character reaches max level, ArenaNet has created new and interesting ways to challenge you as a player, but ArenaNet didn’t want to force you to master an entirely new subset of the game. Guild Wars 2 is a game about banding together with friends and complete strangers to accomplish great things in a world ruled by uncertainty and challenge.
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