Published on 8th June 2005 by
Originally Posted by Atomic
Game Review: Pope Wars
sports one of the most customisable character generation of any MMORPG
I've tried MMOs before, and been thoroughly bored by the monotony that appears prevalent.
Originally Posted by FlorianFinally, Guild Wars is very fun for a MMO, although it does feel more like a regular single/multiplayer game, since most of the time you are in private instances either by yourself or with a handful of other players. The biggest problem seems to be longevity. Guild Wars doesn't have a lot of PVE content (~ 2 months of casual gaming). The first (inevitable) expansion will have to come out fairly soon to satisfy players who don't enjoy PVP.
Originally Posted by The_Popehttp://www.bit-tech.net/content_images/guild_wars_review_1/fp_img.jpg
We review the no-fees MMORPG. With some innovative features, Guild Wars could make some substantial headway. We also take an in-depth look at how the game will utilise high-end graphics cards.
Originally Posted by orendWhy do you keep insiting calling Guild Wars an MMORPG?! Guild Wars is NOT an MMORPG and calling it one is a HUGE mistake. Not only do you show your ignorance in the subject matter, but you mislead potential buyers as well.
Nobody ever claimed MMORPG to be a Massively Multiplayer, as it is NOT. The actual gameplay is limited to small groups in instanced areas; nothing massive about it.
ArenaNet itself doesn't call Guild Wars MMORPG, and has never claimed it to be one! They call it a Competitive Online Roleplaying Game, which is a fair description.
So you categorise Guild Wars as an MMORPG, and then are amazed by the fact it doesn't entail a monthly fee. But since it is NOT an MMORPG, the monthly fee is not granted to begin with!
I think you should stick to reviewing hardware. If you want to review software, please do proper research and don't treat a review like an afterthought.
Is Guild Wars an MMORPG (Massively Multiplayer Online Role Playing Game)?
Guild Wars has some similarities to existing MMORPGs, but it also has some key differences. Like existing MMOs, Guild Wars is played entirely online in a secure hosted environment. Thousands of players inhabit the same virtual world. Players can meet new friends in gathering places like towns and outposts where they form parties and go questing with them. Unlike many MMOs, when players form a party and embark upon a quest in Guild Wars, they get their own private copy of the area where the quest takes place. This design eliminates some of the frustrating gameplay elements commonly associated with MMOs, such as spawn camping, loot stealing, and standing in a queue in order to complete a quest.
Guild Wars takes place in a large virtual world made up of many different zones, and players can walk from one end of the world to the other. In Guild Wars much of the tedium of traveling through the world has been eliminated. Players can instantly return to any safe area (town or outpost) that they have previously visited just by clicking on it in the world overview map.
Rather than labeling Guild Wars an MMORPG, we prefer to call it a CORPG (Competitive Online Role-Playing Game). Guild Wars was designed from the ground up to create the best possible competitive role-playing experience. Success in Guild Wars is always the result of player skill, not time spent playing or the size of one's guild. As characters progress, they acquire a diverse set of skills and items, enabling them to use new strategies in combat. Players can do battle in open arenas or compete in guild-vs-guild warfare or the international tournament. Engaging in combat is always the player's choice, however; there is no player-killing in cooperative areas of the world.
Players in Guild Wars can play with or against players from around the world in the global tournaments and arenas. And while players are initially placed in a region based on their selected language (so that there is a greater likelihood that others will be speaking their language) they can join up in the always-available International District to form parties and to play with anyone from anywhere in the world.
Originally Posted by HaddyDo you still connect to servers to play or is it like p2p co-ops?
As for orend, just becasue the company wants to use a new buzz word doesnt mean thats its not still just a mmorpg. The definition for MMORPG is subject and depends on your personal openion.
If it has multiple players (more than 2), you play online, and its a roleplaying game, its a MMORPG. Now thats jmo and counts for nothing except in my own little world =)
Originally Posted by Da DegoAhem:
The quote you are referencing is meant to categorize Massive Multiplayer Online experiences into different types, and ArenaNet decided to call their little spot on the hill a CORPG, a subset of the MMORPG.
If you have a particular definition YOU would like to use for MMORPG, that's great! However, for most people, it looks like a duck, walks like a duck, quacks like a duck. May have brown feathers instead of white, but it's a duck. You can't play it without online access, and you can't go into towns without encountering other people.
A good addition to your dictionary of terms, perhaps, would be an addendum under ignorant: an adjective to describe someone who believes that only their own definitions are proper and insults others who do not comply to them. Then again, I suppose you could file that under the term "Arrogant Ass."
In the future, you could be a little bit nicer and you probably won't encounter replies like this. There were many ways you could have attempted to rephrase that to something that at least resembled manners.
Originally Posted by orendSorry that my original post was so harsh. It followed a heated discussion on this trivial indeed subject on some other forums, and I came here a bit angried. I should have phrased my gripes in a different way.
In any case, I agree that Guild Wars is a great game, so your score was on-spot.
And talking about molehills, I recommend reading Duncton Wood. Great book.
Originally Posted by Da DegoMy character, records, etc are saved on a server, accessible anywhere, and I can choose to only play a little quest with a random person.
For GW, I can just go to the town and say "Hey, anyone want to do this quest with me?"
(2) You cannot block out the existence of other players 100% of the time, they still exist in cities, etc.
(3) It provides the ability without requiring anything outside of the program to find new, unknown people to adventure with, and by your choosing can be different every time, or none at all.
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