Key Takeaways
- ArenaNet could Improve Guild Wars 2’s Personal Story by allowing free movement during cutscenes for new players’ engagement.
- Dungeons could be revitalized for new player experiences through complete reworking and proper rewards.
- Addressing power and speed creep by buffing Mordremoth and restricting flying mounts in Dragon’s Stand could restore the difficulty of “HoT” that fairly allowed all players to participate.
The world (and continent) of Tyria has seen many changes in Guild Wars 2‘s decade-plus history, and with what ArenaNet calls their “mini-expansions,” it’s clear that fans have much more to see. While there is reason for optimism about the future, it might also be time to look back at some of the game’s earlier content and features to see what works and what might throw new players off.
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Some missteps are regrettably unsalvageable (such as its deprioritizing of PVP and the well-intentioned but near-fatal introduction of ascended gear), but throughout the years, Guild Wars 2 has shown promise for redeeming its mistakes, such as the restoration of “Season 1.” While players are eagerly awaiting the next “mini-expansion,” these somewhat forgotten corners of the game might be worth giving a rejuvenating polish if the studio ever finds a spare moment.
Personal Story, Expansion Hatches, & Dungeons
Breathing Fresh Air Into New Players’ First Experiences
- The issue: Guild Wars 2’s Personal Story presentation can be offputting for new players, and dungeons have been untouched since launch
- The (potential) solution: Give players freedom of movement or redo the cutscenes; rework dungeon content and rewards
Guild Wars 2’s Personal Story presentation, the first story arc that all new players encounter, was out of date upon release. Dialogue-driven cutscenes, depicted with two characters miming off against each other in a static fashion, is a big turn-off in an otherwise action-packed game. During later arcs, the player is at least given full freedom of movement during dialogue. The same should be offered for a Personal Story rework in addition to bug fixing (although some side-by-side scenes, such as those seen after a big finale, could probably stay). GW2 could even learn from its predecessor about how to present its cutscenes.
For those with dozens of alts, ArenaNet could also add a “shortcut hatch” story step in the Personal Story just before players are expected to join one of Tyria’s orders, allowing players who have already finished the personal story to organically jump to expansion content with full narrative context. Dungeons, the stories that tie into the Personal Story, also need a complete revitalization. While they may seem low-priority to the studio and veteran players, new players often seek out dungeon content, and all eight found across Tyria have been lacking for too long.
Leveling & Tutorials
Bringing New Players Up To Speed (Without The Spam)
- The issue: Players are not sufficiently informed about essential mechanics during their leveling journey
- The (potential) solution: Rework or remove the junk rewards for level-ups and insert two or three break points to hammer home must-know game mechanics for new players
As a method for teaching new players the ropes, leveling rewards have much to be desired. The overload of text does not meaningfully teach players the essentials (such as dodge rolling). Leveling achievements, designed to get players to level 80 as quickly as possible as a reward for engaging in mechanics, are more often than not triggered by accident. At each level, players are bombarded with equipment, invalidating loot drops and story rewards.
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Giving players fewer but more meaningful rewards for leveling and allowing them to choose what they receive would better help new GW2 players learn about the game. It may even be worth punctuating every twenty levels or so with a short, instanced trial (with rewards!) to drive home essential lessons before new players can continue climbing the leveling ladder. Dodging through a circle of mines for level 5 boots just hasn’t cut it.
Mordremoth At Dragon’s Stand
A Once-Great Expansion Finale Broken By Flying Mounts And Power Creep
- The issue: the final battle in the Maguuma Jungle has been broken because of power and traversal (mounts) creep
- The (potential) solution: Buff the Body of Mordromoth and limit the use of flying mounts in Dragon’s Stand
When “Heart of Thorns” originally launched, the open-world boss fight with the Body of Mordremoth was a much-needed redemption after the dismal battle with the first downed Elder Dragon. However, with nerfs and the subsequent player power creep, this fight is almost always over much too quickly. While the body of the jungle dragon drops far too fast under modern DPS standards, there is another issue plaguing this once-great map and battle: Guild Wars 2’s mounts, specifically the ones with wings. In short, veteran players are leaving new players behind in the dust, thanks to their overwhelming speed.
Although an argument could be made that mounts should have been disabled throughout the entire “Heart of Thorns” expansion, mounts, especially flying mounts, have invalidated the exquisite design of the Heart of the Maguuma and made it impossible for new players to keep up with the meta event rush, Pandora’s Box has been opened. The skyscale, griffin, and springer may have trivialized the experience of the Heart of the Maguuma, but ArenaNet should still find an excuse to disallow flying mounts (and maybe Jade Bot Waypoints, too) in the Dragon’s Stand map while buffing the jungle dragon.
Living World & Expansion Packaging
Untangling The Mess For Prospective Players
- The issue: the buy order of Guild Wars 2’s content is confusing and obscure for new players
- The (potential) solution: repack the Living World seasons into their respective expansions
When players buy the first three expansions, they might expect to be able to complete this content from start to finish. However, this is not the case, as the essential Living World seasons must be bought separately. This makes little sense, especially for “Season 3,” which continues the story of and uses the same masteries and gameplay from “Heart of Thorns” and “Season 4,” which does the same for “Path of Fire.” Players new to Guild Wars 2 often express a “nickel-and-dimed” feeling after buying what they thought was the complete set and jumping into the game. Even if they can exchange gold for the in-game currency to fill in those missing story gaps, it is not made very clear in marketing materials that they come separately.
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Even if the player buys the game with free cash shop currency bundled in, they may have spent their gems on something else, unaware of these obscure conventions. Since Living World is now officially over, each season could just be integrated into each expansion. “Season 3” and “Season 4” should be bundled in with “Heart of Thorns” and “Path of Fire,” respectively. “Season 1” and “Season 2” should be folded into a free “Scarlet’s War” expansion. The Ice Brood Saga (at least in its current state) should also be free, or better yet, reworked and expanded into a proper expansion.
Icebrood Saga – Champions
Fulfilling A Promise For What Could Have Been A High Point
- The issue: Champions was developed during a pandemic and a major studio layoff, resulting in a low point for the game
- The (potential) solution: overhaul “The Icebrood Saga,” specifically the final episode, Champions
After the triumph of Living World Season 4, expectations for “The Ice Brood Saga” were at an all-time high. With a beautiful trailer, a promising prelude in the long-awaited Charr homelands, and a return to Guild Wars 2′ darker, grittier tone, this Living World replacement experiment could have been one of the game’s highest points. However, it was not meant to be. COVID-19 restrictions made getting the saga’s episodes out on time a struggle.
Behind the scenes, ArenaNet’s publisher had culled the studio’s staff. As a result, the saga was cut short, and the final episode, Champions, is considered by many fans to be one of the lowest points in the history of Guild Wars 2. ArenaNet could (and should) rework and retcon the latter part of this messy section to bring it more in line with the standard the studio is known for, to, at the very least, give the first awakened Elder Dragon a decent sendoff. It worked for “Season 1,” and it can work again.
The Final Core Battle Above Orr
Reworking A Cataclysmic Climax
- The issue: a buggy and underwhelming final boss of the core game isn’t a good look
- The (potential) solution: fix the worst offending timing bugs and give Zhaitan a proper sending
The culmination of all the player’s efforts, Zhaitan is set to be an epic battle. Indeed, the visuals and reveal of the monstrous undead dragon are awe-inspiring, and this one could have been one to rival the greatest end boss fights in video game history. However, the story instance leading up to it, and the glorified cannon fight itself, is, after more than a decade, riddled with bugs, delays, and, ultimately, a complete letdown. Why this pivotal fight remains in such a sorry state is one of the game’s biggest mysteries.
One thing is sure: the Ruined City of Arah story instance needs a rework, especially the final battle on The Glory of Tyria. Pressing a button to slowly drain Guild Wars 2’s primary overarching villain of health is not a good way to hook anyone in, especially given how divisive the presentation of the Personal Story is. The bottom line is that Zhaitan needs a rework to become the big finale that the Ekder Dragon always deserved.
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