Observation the first: “Dire” is an extremely fun word to use in almost any context. “Those are dire scrambled eggs, mom!”
Observation the second: ArenaNet has made the look of Guild Wars 2 — especially its UI — so elegant and attractive that the competition looks downright shoddy in comparison.
Observation the third: I think I’m going to like GW2’s character growth system, AKA “traits.” Not prepared to say LOVE it, but it got my attention.
ArenaNet posted an overview of how you’ll be able to modify your character as he or she levels up. In a nutshell: Every level you get a point to spend in one of five trait lines for your class. Each point increases two stats for your class. Every fifth point unlocks a fixed, minor trait ability, and every tenth point gives you the choice of a major trait ability from a list. It’s not terribly complicated, which is good, and it’s not quite a talent tree, which is probably also good at this point.
My initial impressions after looking at this was “Warhammer Online”, although EverQuest II’s AA system looked somewhat similar. But it’s definitely more focused with just a few juicy rewards instead of loads of modifying ones. Due to the number of points you’ll ultimately end up with, you’ll be able to max out two trait lines with some left over (or settle for a lesser amount across a greater range). This should be pretty familiar to Guild Wars 1 players, since you’d be able to max out two lines there per class as well.
I can’t see spending gobs of time obsessing over the trait page, but it certainly opens up choice without seeming like it’s going to pigeonhole us into specific builds (although, give the community time on that, I know). I really do like that we’ll get to CHOOSE a major trait ability from a list versus just having one handed to us. Every ten levels promises to be a major event in your character’s life.
Yeah.
So.
Can this game come out already? I can make room in my gaming schedule, promise.
One of the reasons that I’m happy to be an MMO gamer in 2012 versus an earlier era is that my time has become extremely precious to me, and happily, most MMOs have changed to accommodate shorter gaming sessions. It’s one way that MMOs have come into alignment with the rest of the video game industry, allowing us to play in both burst and marathon modes.
Face it: Plans change. As a gamer, it’s good to be flexible even if you’re an obsessive planner (like I am), and last week I came to the realization that I utterly disliked my Jedi Consular in SWTOR. I had a great grand plan about playing all eight classes, but midway into Coruscant, I just wasn’t feeling it AT ALL with this dull-voiced, dull-personality twit who is part of an order that I openly mock on street corners to anyone willing to listen. Jedi, schmedi — take your dandelion fluff balls of force and get a real job.
Starflight was a game that was almost impossible for me to play, even though I loved it. Let me explain.
Starflight was brutal to run on our family’s aging computer, because we really were at the minimum required stats AND we had no hard drive. This was an issue because, for whatever reason, Starflight didn’t have a friendly save-and-reload game system — that sucka was permadeath, all the way. If you lost a game, you’d have to start over (or turn off the computer and reboot, hoping that it wasn’t saved at that point). And because of the no hard drive situation, each new game required a set of copied floppy discs, since you really wouldn’t want to play on the originals, lose, and then never be able to play it again. Add to that an obtuse copy protection wheel chart, and the whole game was a hassle from start to end.

You really only get one first time through the game, any game. Any subsequent journey, no matter how hard you try to gun for different experiences, will never be as fresh and unknown as that original trek. It’s just how it goes.
So the big talk of the morning is Guild Wars 2, as a press preview weekend ended and reviews have gone up all willy-nilly (
As with many of you, I suspect, the fun of MMOs for me is the journey and not the destination. I’ve never, ever been a fan of the so-called “endgame”, with its repetition, small and sparse increases in character power, and its dissimilarity with the game that came before it. There gets to be a point where you have everything you need to be successful outside of raids (which are are vicious catch-22 loop of “you need more gear to raid more raids to get more gear”), and so I’m usually content investing my interest elsewhere.