Uther over at JeuxOnline has a great read up. Please enjoy and we thank JeuxOnline and Uther for keeping the GW2 player nation well informed all over the world.
The site is French so make sure you use your google translate on your browser.
http://www.jeuxonline.info/actualite/35563/mmo-souffre-manque-evolutions-novatrices
The site is French so make sure you use your google translate on your browser.
http://www.jeuxonline.info/actualite/35563/mmo-souffre-manque-evolutions-novatrices
"The MMO suffers from a lack of innovative developments"
21.05.2012 at 15:36 | By Uther
According to Christopher Lye ( ArenaNet ), the massively multiplayer genre does not evolve for years: according to him, the MMO should be understood as a technology with a variety of gameplay experiences and not some kind of games that copy what is done since years.
The massively multiplayer genre is becoming more democratic and more and more MMOs are available. But for some, further diversify the offer, this proliferation of titles is not synonymous with diversity but simply copies, made up of strictly cosmetic improvements (since 2004, the WOW-like abound - even if we concede, however, that few independent developers attempt to stand out with varying degrees of success).
This was the observation that stands Christopher Lye, brand director at ArenaNet in the columns of Gamasutra on the eve of the release of Guild Wars 2 (expected "in 2012 "no further details).
"We have reached a point where the studios are finally realizing they do not create the next great MMO, but merely copy what was done before. Today, an MMO tends to be defined as a type of game built around quests and a battle system similar to World of Warcraft .
An MMO is a platform and a set of technologies, not a design pattern gambling We have barely scratched the surface of possibilities ... Frankly, I think the problem is that there was a lack of change in design and MMO Guild Wars 2 is a reaction to this observation. "
Obviously, beyond the statement, Guild Wars 2 is supposed to remedy this kind of sclerosis.
According to Christopher Lye, the MMORPG by ArenaNet can rely on the ability of the development team to rapidly produce more playable content particular to feed the "personal history" of the player (in GW2 , the player can follow a scripted frame it will evolve, "the appetite of the players in terms of content is insatiable, so we have dedicated many of our resources to develop tools allowing designers to produce content that requires a few hours a few weeks of normal development "), plus the dynamic event system of MMO (public quests embarking all players within an area - a mechanism already seen in WAR or Rift in particular) that adapt to the number of players participating or willing to break with the "holy trinity" of playable classes of MMO (the characters are more versatile and autonomous, but nevertheless encouraged to play concert "which provides more creativity within a group and defining tactics game").
Whether these peculiarities will be sufficient to renew the genre massively multiplayer (players can occasionally form an opinion within weekends beta test until an output this year), but the conclusion expressed by Christopher Lye probably makes sense.