Guild Wars 2
Individual Game Mechanics:
Looking
Moving
Jumping
Swimming
Dodging
Switching Weapons
Interact with World
Guild Wars 2 is a recent massive multiplayer online game created by ArenaNet. For this exercise, we will assume that the selection of the character profession, customization of the skills, and cinematic narrative functions are not part of the actual game mechanics. We will focus on the gameplay within combat, for it is the key mechanic that results to achievements and leveling up.
Real-Time Control:
Looking and moving have uninterrupted continuity. The player presses a single button, and a single animation is played back. The response time is definitely less than 100ms. However, skill selection input during combat is different. Depending on certain keys selected (number selection 1-9), further input is locked out until the animation of the weapon skill used is complete, which breaks continuity. However, the use of “penalty” within using this powerful skill seems justified in not stopping a cast and moving to another. Not all input is lost though, for the player can roll to the side to block any attacks by the enemy player, disabling the animation and weapon skill earlier. Overall, the animations are appealing and fluid, relating to the game having real-time control.
Spatial Simulation:
Guild Wars 2 has massive simulated space, and it plays a big role in the actual gameplay. when the player is within a region, the immersion is massive. NPCS, enemies, and players are constantly moving. The world/region is lively, and it feels large in scope. Players cannot pass through buildings or objects in nature like trees. Some areas are too high in height wise to jump too, leaving the player only open to certain areas around the map. However, the game has enough space to simulate freedom within the map. The region is comprised of land and water. As the player emerges into water, the simulation of swimming is triggered, and the player can swim underwater. Controls are smooth, and the push/pull of the force underwater seems conrolled.
Although every area in this massive online game is persistant (many players in the same vicinity), the areas are split into regions, so switching between region to region cuts the immersion.
Polish:
Open waiting for Guild Wars 2, I sent a lot of time understanding and reading up on the polish aspects ArenaNet wanted to create for this MMORPG. The game’s main mechanic is to be visceral. Everything that happens in the world, being events/quests and combat, is noticed. As the world is ever changing, if a clan of bandits come to rob a farm, the player can see this action taking place if close by. Dialogue is transferred between the bandits and farmers, making an even greater immersion into the game and the event.
The combat is extremely visceral. Every skill that the player chooses to use, based on their profession, has a unique sound and particle effect on the battlefield. These particle effects will notify players and enemies (if doing PvP) what is beneficial and what is harmful. By taking the time and developing every skill to be unique and beneficial to the player, this creates a polished effort to make every choice and action worthy for the battlefield. Input from the player is rewarded with every skill used.
Overall, Guild Wars 2 together the games has real-time control, spatial simulation, and polish; it creates game feel for the player.
John Coombs
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