Most often, MMO Mechanics
articles focus on the gameplay mechanics that both make the MMO genre unique and those that diversify MMOs from one another, but this time I’m focusing on the mechanics that drive profit for the modern development studio and will discuss the lootbox phenomenon. Although the lootbox is by no means a new topic in the world of online gaming, the purchasing method has been under fire more than ever recently and has seldom faced the same scrutiny from the playerbase and wider media before now.
Recently it has been ArenaNet under fire for the particular way randomisation factors into purchasing Guild Wars 2 mount adoption licence skins. A unique combination of a highly requested and anticipated extension of a likewise highly requested and successful new game feature and the employment of lootbox mechanics has caused quite a stir in the game community, despite the fact that Guild Wars 2’s Black Lion Chests already employ RNG lootbox mechanics. In this article, I’m going to discuss why the skins were such an issue in the first place, evaluate ArenaNet’s response to the player outrage the skins caused, and ponder on the reasons why studios rely on lootbox mechanics in the first place.
I’ve had my hands on Guild Wars 2
‘s second expansion for a week and some change now and have built up a more solid picture of Path of Fire
in that time. I have to say that I’m still just as impressed as I was when I wrote my first launch diary entry: I’ve completed the main story at this point (though I’m getting ready to rerun it again to bank achievements I missed on the first run-through), and aside from my launch weekend issues and some niggly mechanics along the way, I’ve been blown away by the quality offered in terms of story content, mount mechanics, and the new elite specialisations.
In this edition of Flameseeker Chronicles, I’ll continue my launch coverage by discussing some more in-depth points that I’ve noted now that I’ve had a full week of play time (although it’s been over a week, the EU connection issues largely killed the first few days for me), and I’ll also look at some not-too-surprising but still greatly appreciated benefits the expansion has had on Central Tyria and Heart of Thorns zones. Please note that there will be some spoilers below, both through images used and inferences to story encounters, even though I’ll make an effort to avoid them for main story arcs.
dedicated last week to all things mounts, so it stands to reason that I’d simply have to provide you with a run-down of the flashy new expansion inclusions for Guild Wars 2: Path of Fire.
Rather than filling a perceived travel efficiency gap, the steeds created for PoF
include a fairly extensive suite of travelling tools that help set them apart from the run-of-the-mill mounts in more traditional MMOs. These mounts are built to feel weighty and move realistically, changing how the player interacts with the virtual environment and allowing for more freeform map designs than ever before.
In this edition of Flameseeker Chronicles, I’m going to discuss all things mounts and dig into the development rationale behind them. I’ll weigh in with my thoughts on how the mounts might impact future map development and change how we approach travelling in Tyria as well.