Wednesday, July 25, 2012

Reworked GW2 vs WoW


Reworked Guild Wars 2 vs World of Warcraft
-D (25-Jul-2012)

I was about to write a long dry article comparing Guild Wars 2 to World of Warcraft. The article provided an interesting way to apply the Mechanics-Dynamics-Aesthetics (MDA) framework [1]. About half way through the general explanation of what MDA is and how it shows two perspectives—Designer perspective of games, and player perspective of games—I realized the article couldn't work. My desire to build games is strongly overriding my desire to explain games. A framework, such as MDA, can help developers talk to each other about games, but the power of games goes far beyond what language can communicate.

I am only aware of one 'public figure'—Jonathan Blow—who seems to see this the way I do. Fortunately a 'journalist' presented Blow's thoughts on games where he brings WoW into the picture [2]. This is a good place to start if you want to dig into my thoughts on the matter. Guild Wars 2 isn't innocent either, but its significantly more aligned with my development philosophy.

My development philosophy was brought to the forefront as I attempted to write the GW2 vs WoW article. The philosophy is based on a few rules:

  • Respect the Player
    • No exploitation: skinner box/reward schedules, societal harm, time wasting, etc
    • Don't hold their hand: give them their “ah ha” moments
  • Respect myself
    • Game development is the only remaining area of sufficient challenge for me
    • Games must have the depth to interest me as a philosopher, programmer, and designer
  • Provide 'good' embodiment experiences



Respect the player is first. WoW, and their developers do not respect their players [3,4]. In their defense, it may not be intentional. Those developers are probably just trying to give their players an experience they themselves enjoy. I find it hard to believe that they could maintain ignorance for so long. Guild Wars 2, and their developers 'try' to respect their players [5]. GW2 isn't a saintly game either, but it's significantly more respectful than the tools employed in WoW. As a matter of principle, developers that seek to improve the player's life should be encouraged.

Even gamers that play for “submission”—games as a pastime—should still prefer GW2 over WoW [1]. The content in GW2 is never obsolete. It is designed to keep all content current, the entire game is end game content. Situations where WoW subscribers are forced to pay for development of rehashed content—SFK, Deadmines, Zul'Gurub, Zul'Aman, Naxx, etc, etc—cannot occur in GW2 because of their lack of subscription and dynamic content adjustment [6]. This is just one example area, I could go in depth into MDA or other features as well. The bottom line is, the developers for GW2—ArenaNet—care about their players and will respect their time; the developers for WoW—Blizzard—really enjoy stringing players along on random item reward schedules.

In the end it's the consumer that must decide. The problem is, as Blow put it: “what I see right now is that we're cultivating this style of gamer that just says 'I want more of that because it tastes delicious, and that's all I know” [2]. What he is hinting at here, beyond the direct meaning, is network externality [7]. As the landscape of players is changed, by various exploitation methods, they don't mind that they are being exploited. Many even seek it [8]. Within the coming months we will see what happens as Guild Wars 2 enters the market. Will respect triumph over exploitation? For the sake of MMO players everywhere I hope they can break the problem of network externality, and give us a new experience.


[1] Hunicke, R. & LeBlanc, M. & Zubek, R. 2004. “MDA: A Formal Approach to Game Design and Game Research” Available online at:

[2] Brandon Boyer, Leigh Alexander, 2007, “MIGS 2007: Jonathan Blow On The 'WoW Drug', Meaningful Games

[3] Ben “Yahtzee” Croshaw 2011, “World of Warcraft: Cataclysm

[4] The Game Design Forum, “Acceleration Flow

[5] Ben Miller, July 3rd 2012, “The Golden Rules of Guild Wars

[6] Guild Wars 2 wiki, “Dynamic Level Adjustment

[7] S.J. Liebowtiz, Stephen E. Marholis, “Network Externalities (Effects)

[8] Richard T. A. Wood, July 2007, “Problems with the Concept of Video Game 'Addition': Some Case Study Examples

No comments:

Post a Comment