I keep bringing up City of Heroes, and I'll do so here again, because again, it was the one that got this right. You still had to constantly clobber things to get experience, but the way it worked meant that you didn't have to just pound easy rats over and over and over. You could get a constant CHALLENGE out of it. In most MMOs, grinding is necessary in part because it tends to be suicide to attack even a single foe that's at all higher level than you. But in CoH, this wasnt the case. You were EXPECTED to constantly take on challenging, and DANGEROUS foes. If you tried to grind against repetetive easy things? Your experience bar would fill so ridiculously slowly that you could be there for decades. Enemies either were capable of constantly being a real threat to you, or they offered no experience. In addition, every mission you did always had a boss at the end, and bosses were dangerous even by themselves, yet always had friends backing them up. Considering though that this game actually involved skill, instead of repetition of ability strings, you could overcome these challenges, and maybe even take on harder missions (enemies that were even higher level, compared to yours), for even more XP. This is one reason why I stuck with that game until it's demise: there WAS NO BORING PARTS. There was no "the REAL game starts at level 60!". No. The real game started at level ONE. And just kept getting better.
Uh, it causes me so much despair when you bring up City of Heroes. I never got a chance to play it (personally I find superhero games to be like most made-from-movie games, extremely gimmicky and profit-driven). I had no reason to think that a superhero MMO was actually going to somehow be good. When you talk about it though, it sounds like I missed a once in a lifetime experience, and that makes me sad.
Why did the servers close anyway?
But now? It's been a LONG time since WoW achieved absolute domination of the genre, and the trend of copying it was already set in stone... so the always-derpy suits decided THAT was the thing to do, instead of being innovative again, because if WoW prints money, CLEARLY copying it would let them print money too. Exasperated sigh. And then they stand around like concussed chickens wondering what went wrong.
Ugh but the whole f*cking appeal of GW2 was supposed to be this MMO for people who hate MMOs. It was literally in their development trailer. "If you like MMOs, you'll want to check out GW2. If you hate MMOs, you'll
DEFINITELY want to check out Guild Wars 2." They spoke as if the entire design goal of the game was to do something spectacular and amazing and new, and what did they really accomplish? What did they add to the formula?
The personal story-driven quests? It has no impact on the world. The "Area exploration mechanic"? Other games had already done that. The "underwater combat feature"? Please. I mean seriously, what is so unique about Guild Wars 2 that you couldn't find, on some level, in any generic Theme Park MMO? You still have to level your character to 60, which takes weeks (maybe days if you were extremely experienced with the game, and had nothing else to do, but not if you're a new player with a life or a low attention span). You still have to take part in these pointless quests. In fact, the quests are integrated into the "Area Exploration" mechanic, so you can't even skip them. Quests are even
more integrated into Guild Wars 2 progression structure than they are with WoW. How is that even possible?
Honest to God, if they had just made Guild Wars 2.0, instead of Guild Wars 2, it would have been a billion times better. Guild Wars was a unique idea. 20 was the level cap, even after 3 expansions. You could reach 20 in a day. The game simply wasn't about grinding. All the best gear was available
from the start of the game. The only point of even farming for better gear after you hit 20 was the cosmetics. Everything else (such as the rune system) was easy to unlock.
The biggest problems with the original game were just the super outdated engine (you couldn't even jump for Christ's sake), some of the mechanics were a bit wonky, in certain ways the game was unresponsive/frustrating, the UI needed work (most of the problems were probably hardcoded). All of these could have easily been fixed with the engine upgrade.
The instanced world of the game is actually what made is so great, and so different from other MMOs. Why would they remove that? Sure, in cities you could be social and meet tons of other people, but once you left the city area, you got your own private little world just for you and your friends. This made the story so much more believable. You never had to fight for farm. Every big event or plot twist that occurred only happened to your tiny group, and you could believe it because...well there was nobody else there to contest the fourth wall. It made it such a wonderful co-op experience as well. You and your group, changing the entire world of Tyria one quest at a time. It was brilliant. To me,
that was story-driven gameplay. When 90% of your experience with the game was just you, your friends, and your hired mercenaries (another wonderful touch). Interaction with large groups of random people was only a click away, but it was almost never forced on you.
And why take out the cross-class combinations? That's another thing that made the game so unique. I don't even know of a single other MMO that allows you to create hybrid classes like that. The vast majority of them are the age-old, pick your class at the start, you're locked in forever and you have same skills at 3 million other people, have fun! Being able to combine the best features of two classes created some truly amazing possibilities. The whole game had to be designed in such a way that every potential combination or build you could create would be balanced (which was tough mind you), which meant that each individual skill had to be carefully looked at, and its effects considered when paired with others.
Somehow Guild Wars 2, even though promising to make the game more unique than any MMO, it was somehow less innovative, less story-driven, more grindy, and more traditional than ever before. That's quite an accomplishment, from my perspective.