Showing posts with label Dragonfall. Show all posts
Showing posts with label Dragonfall. Show all posts

Thursday, May 16, 2019

Never Satisfied: GW2

When I decided to throw a quick post together about Guild Wars 2's latest Living World update (Season Four, Chapter Six for those keeping score), I was going to do the usual thing of avoiding spoilers but when even the name of the new map gives most of the game away it hardly seems worthwhile worrying.

The map's called Dragonfall and Jeromai has some great widescreen shots of it. He's also very enthusiastic about what he's seeing. I'm... less so.

Yes, the art department has done its usual superb job. This is top notch scenery. It's also the same scenery.

It's a bit cavalier to complain about consistency, isn't it?. After all, I'd be just as likely to complain if the pieces didn't fit together, wouldn't I? And isn't one of GW2's strongest suits the way the worldmaking manages to avoid the pitfalls of so many MMORPGs by maintaining coherent and geologically believable transitions? 

That's not really what I mean, anyway. "Consistent" and "same" aren't synonyms. And the new map is beautiful. Stunning, even. I particularly love the verticality that brings back such good memories of Heart of Thorns.

I don't mind the kitchen sink approach that grandfathers in every previous movement system - bouncing mushrooms, lava tubes, whirlwinds, ley lines, updrafts, even those vines that turn you into Spiderman. Although, as I worked my way around the strikingly different subdivisions last night, I did get the distinct impression someone wanted to show off every tool in the box.


And I did enjoy myself. It was fun. It's good work and I appreciate it. I just didn't hear myself go "Wow!" I'm not sure I will, again, not until we go to somewhere truly new. And even then I suspect it will feel surprisingly familiar.

Wherever it is that we end up in Season Five or Expansion Three (if there is one) there'll be places that look as though they were designed by the world's most talented six-year old: sparkles and stars and twinkling lights as far as the eye can see. There will be the areas that look like the covers of prog rock albums from the 1970s, specifically the ones designed by Roger Dean and Rodney Matthews. 


There will be an immense reliance on deep hues that make every screenshot look like something from the Color Field playbook. The rest will be a mix of stuff that's on fire or dragged up out of the sea or frozen solid or baked dry, just like every other MMORPG only with seriously better production values and far more attention to detail than most. I'm finding it something of a challenge to get excited by any of that any more.

For all the technical skill on display, have any maps been added to GW2 over the last seven years that can stand comparison with the greatest cities of the core game, Divinity's Reach, The Black Citadel or Rata Sum? Does anywhere feel as timeless and true as the eternal autumn of fallen Ascalon?



I do love all the maps that came with Heart of Thorns but even I wouldn't claim they're as complex or complete as those that preceded them. A jungle is a jungle in the end, even if most of it does feel more like a forest.

There's no obvious solution to this problem, if it's even a "problem"that exists outside my head. Most MMORPGs end up being more of the same. We've seen the trouble it can cause when they try not to. Having one of the best art teams in the industry with a portfolio of immediately recognizeable signature styles is as likely to emphasize the issue as conceal it.

Oh well. There are plenty of worse problems to have.

Just ask the writers.
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