I know, I know...it stalled GW2's commercial progress dead in its tracks, almost killed World vs World for good and ended up having to be nerfed into the ground to appease the pitchfork-and-torch-waving crowd.
For an encore, six months later Colin Johanson, the guy responsible for HoT's design and direction and the game's prime mover, fell on his Legendary Greatsword and left the company. From that point on GW2 has been in recovery and repair mode, trying to fix the damage wrought by the first, botched xpack.
Or so the narrative goes. Factually that's not an inaccurate summary. Only problem is, it misrepresents almost the entirety of my experience in the jungle itself.
From the day I first stepped into the sweltering heat of the Maguuma heartland I was having fun. Yes, it was a tad over-tuned to begin with but not unusually so. Almost all MMO expansions come in hard and soften up later.
Benchmarked against the harshest expansion I've ever slogged through, EverQuest's notorious Gates of Discord, HoT isn't just a walk in the park; it's a sun-lounger on the beach with an ice-cold beer in your hand and a chillout mix on your iPod.
Okay, unfair comparison. GoD was not just hellishly hard; it was actually broken. The developers knew that but released it anyway. John Smedley later called it SOE's "worst mistake in five years." and despite many unwitting attempts to unseat it since, GoD still wears the crown.
Giant Bomb has an excellent overview of the expansion itself, with a coda that partially explains just why EQ players who were there recall the game's seventh expansion with a sense of horror:
"... the seventh expansion ... was largely unfinished with many encounters either not working properly or simply unbeatable. It was later revealed that the development team built much of the expansion's content with the idea in mind that the level cap would increase to 70, but that did not happen."
Well, that would make a difference, wouldn't it? What's more:
"GoD brought about an entire overhaul of EverQuest's graphics engine, issues with the world's geometry were affected throughout the world of Norrath, both new zones and old.
This is why Daybreak's new Undercover Classic server, Agnarr, stops at the sixth expansion, right before the gates to disaster open. A shame, really, because once they'd fixed it, and with its companion, eighth expansion Omens of War in place (the one that actually had the level cap increase) it turned out to be a pretty good era as Norrathian adventures go.
Too late. Too late. Reputation once lost is hard to recover, ironically.
The main reason I'm thinking about this right now is that I finally applied my half-price HoT code to one of my two base-game-only accounts. I figured with the second expansion almost certain to arrive before the end of the year, dragging free HoT access for all behind it like a White Elephant no-one's going to be allowed to refuse, I might as well get the benefit while there was still some paid value left.
I wasn't particularly relishing it. Not because I don't like Heart of Thorns; I always liked it. Check pretty much any of my many posts on the topic. The tone is bemused but happy. I never expected to like it but it turned out I did.
In the year and a half the expansion's been with us I've only completed the main story-line once. It's okay. About as good as any other ANet story. Faint praise, I know.
What I have done, though, is explore the entire jungle to a degree I have still never managed with Core Tyria to this day. I have Heart of Maguuma map completion in multiple zones on multiple characters and I loved doing it.
I've done the lengthy Ascended Weapon "collections" ("quests", translated from Anet Newspeak) on every class and I really loved doing those. I've filled out almost all the Masteries and the few I haven't I've only left because I don't feel I'll ever need them. Most of those, again, I thoroughly enjoyed doing.
There's more. On top of all that designated content I've spent hundreds of hours over the last couple of years just gliding the updrafts in Verdant Brink for sheer joy. I've spent happy winter evenings doing the ninety-minute Dragon Stand event, not because I needed anything from it but because it's bloody good fun.
Even so, I was a little apprehensive about returning to the Heart of Maguuma on a fresh account.
The thing about modern MMO design is that all your characters bar the first are twinked by design.
Once I'd run one character through the entire storyline and opened all the maps, every character on the account could take advantage of the enhanced travel and survival options. Not only did I know where everything was, I knew all the shortcuts and had all the passes and permissions. It got easier and easier each time - and as I said I dispute the widespread belief that it was ever very difficult in the first place!
Going back to yesterday's post on Survival games and how they key into progression mechanics that have always worked well for me, it shouldn't have been the surprise it was to find out that Heart of Thorns without all the shortcuts is even more fun than I remembered. Having to get around with only the most basic gliding skill, the one that only keeps you aloft so long as your endurance bar lasts and that's not long at all, turns out to be exciting, satisfying and entertaining.
Not being able to just bounce on a mushroom to get up a cliff, having instead to work out the paths, dodge roll past the Pocket Raptors and glug Elixir B like cooldowns were going out of fashion - is that frustrating? The hell it is! It's thrilling.
Naturally, in the tradition of every MMO ever, your goal in having fun is to acquire the means to avoid having to have the fun you're having ever again. As my Mastery points accrue and my xp bar fills (soooo slooooowly - must use boosts...) soon I'll be bouncing and leaning with the best of them.
That's fine. There's new kinds of fun to be had with each new skill. I'm already planning my path to becoming a Scrapper. I'll need all the tricks. After that my fourth ranger (or is she my fifth?) can get Druid.
One thing that concerned me a year or more ago was whether anyone would still be "doing" Heart of Thorns as the expansion aged. Back then it seemed unlikely.
The expected exodus may still happen one day, as the next expansion or the one after that arrives, but for now the maps are hopping - and not just with Itzel. Anet have done a sound job of tying desirable rewards to the content in both HoT and all the LS3 maps that followed.
Map chat is busy with people organizing Hero Point runs or calling out events. Better still, the improved LFG system successfully fills maps with like-minded players set on achieving specific goals. HoT's not the hysterical, overheated chaos it was for a few months after launch but it's a very long way indeed from being dead.
Tomorrow sees the latest WvW revamp. That's going to take up most of my game-time this week, I'd imagine. Then we're going on holiday for a while so I won't be playing at all.
My latest run through the jungle will have to go on hold but it's off to an excellent start. If this was Anet's "bad expansion" I can't wait to see how the next one turns out.
I expect the next expansion to start us off in more open slower-paced surroundings with some nearby hearts, not directly drop us off in front of a deep ravine in the middle of a war.
ReplyDeleteSee, GW2 veterans never had a problem with the opening sequence of Heart of Thorns because we were familiar with the Silverwastes, familiar with our classes and control schemes, and knew how to fight Mordrem from prior Dry Top and Silverwastes training. As such, I expect there was enough mental bandwidth to cope with unfamiliar pathfinding through the intentionally more difficult no-glider paths.
I can only imagine how overwhelmed or disoriented new or returning players must have felt, while getting ganked by random Mordrem vines and spinning thrashers and pocket raptors, all of which one can encounter walking twenty steps or so from the entrance of Verdant Brink.
This is the problem with including a ready-to-go, boosted character with expansions, I think. EQ2 also had a backlash for doing the same with the most recent expansion. It really doesn't make sense - you can't give the boosted character good enough gear and skills to deal with the new content because getting new gear and skills to deal with the new content IS the new content; even more so, you can't give new players the skill and experience to use the gear and skills you have given them because that's impossible. Consequently you get a whole load of excited people driving an unfamiliar vehicle at top speed on roads they don't know - and a lot of them crash.
DeleteThis is why I still think the best expansions for MMOs are ones that add a new race with a new starting area so that players old and new can level up together, just like when the game was new. Apparently that spits the playerbase though so we don't do it any more.
I wouldn't say that the LS3 maps have been any easier or more forgiving than HoT, though, despite not having Colin's sticky fingers on them. If that's the baseline for level 80 content these days then the new expansion is still going to be a bit of a shock for anyone coming to the game fresh or after a long lay-off.
Or it might be. Who knows, since they seem determined to tell us nothing at all about it until it arrives.
Still have to buy and play HoT, but I haven't been into GW2 much lately. Hoping for that White Elephant.
ReplyDeleteI picked up HoT not too long ago, been holding off and figured it was long enough. I enjoyed it a lot. I think it was nice playing a new character though it. I didn't feel as left behind as I do coming back to games like eq2 and wow after a break. I appreciate just jumping back into a game and not feeling I'll never catch up. The difficultly was noticeable but I still had a blast.
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