So I lied. Well maybe not lied as much as I spoke too soon. I still
haven’t picked my main character yet. Guild Wars 2 gives you five
character slots for free with each new slot costing you ten dollars. Since the
game is free after initial sale and the slots are more than enough for most
people, its fair. I like making new characters though. I probably deleted a
hundred hours of playtime in three or four months of playing The Old Republic
simply because I would delete characters. There’s something that’s
so bright and shiny about making new characters, as if all the mistakes that
you’ve made can be learned from and made better. It likely says something
about me but at the end of the day, all that matters is that it takes me a
while to find my rhythm with a new game.
I don’t have a class, a favorite discipline in MMO’s. At
times I’ve played the Tank, the Healer, the Damage Dealer, and even the
Support class. If I have a favorite though, it’s a damage dealer with a
decent amount of survivability. I’ve played the Warrior, Death Knight and
Paladin in World of Warcraft to the level cap and I’ve played the Samurai
in Final Fantasy XI to cap as well. The thing is I tend to take one aspect of
the classes and then take it all the way; I don’t do well with change.
Guild Wars 2 is all about change though. A boss fight might mean that an
erstwhile melee class suddenly has to become a ranged class or a magic class
has to come in close and duke it out. It is one game that is never keen on
letting you settle into complacency.
It’s a marked change from most MMO’s who have well defined
categories for each class and one that is likely to be fraught with
difficulties. After all no matter how innovate ArenaNet is at the end of the
day the public has to be accepting enough of it to try and succeed in the new
way. If every player throws a tantrum at the ‘dungeons are too
hard’ then change will come down. In much the way of the Dungeon Finder
in The Old Republic, player sentiment at times must trump developer sensibilities.
The MMO genre is constantly in flux, ever changing. A few years ago when World
of Warcraft got its own dungeon finder there was outcry and outrage that the
old ways were dying. People felt that the comradery of dungeons would be lost
to soulless, faceless gear grinding. These days, if Secret World is any clue,
no MMO will be able to launch without one.
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