Guild Wars 2: What It’s Missing

I played a little Guild Wars 2 this week.  My low level Elementalist is working in the Queensdale area.

It finally occurred to me what it is about this game that doesn’t grab me.  You work through a map area, doing tasks and filling in “hearts” for quest givers.

There are Vistas to discover, usually involving some climbing or jumping, and a point of interest or two.

You don’t get your “Personal Story” till level 10.  My experience with those so far has been that it’s an instance where you fight a boss and some other more challenging fights.  It hasn’t felt personal at all with the characters who have done them.

For me, the world is curiously empty of story, and any connective quest lines that you would usually have to move you from one area of the world to another.  You don’t get the sense that you’re really getting anywhere.

It’s sort of all exploration and check boxes.

I thought it was that I hadn’t found a character class I liked, but it’s the world itself that is pretty but sort of hollow.  It doesn’t feel like a world, really.   Relaxing for a break sometimes, but not so far compelling.

My character, however, is stunningly beautiful.  There is that.

2 thoughts on “Guild Wars 2: What It’s Missing

  1. Most games have quest hubs, and overarching storylines in a particular area, then “breadcrumb” type quests to lead you to the next area. If the story gets woven into the world later on, I'll be glad to see it.
    At these early stages, I'm not seeing what is supposed to keep the player engaged.
    With the original Guild Wars, this wasn't the case at all. There was a war, and the world was fascinating immediately.

  2. I think that is the typical WoW syndrome. Guild Wars 2 is very different from World of Warcraft. It does not hold your hand. There are a lot of stories to discover in nearly every map but you won't be led to them. You have to walk around, listen to the NPCs, do the dynamic events (the orange circle thingies) and stay a bit – because chances are that there will be chained events. After you played for a while you begin to put the puzzle pieces together. It is a beautiful process but only if you like a tapestry-kind of story building – a piece here, a piece there and after a while you glimpse the picture behind it.

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