Guild Wars 2 suspends legendary weapon development in favor of Living World content

    
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ArenaNet President and Game Director Mike O’Brien told forumgoers this evening that Guild Wars 2 is planning to “indefinitely suspend” work on new legendary weapons in favor of “Living World-style content”:

Last year we talked about plans to gradually build out a second set of legendary weapons through live content updates. That’s a big responsibility. We have a team of six developers working on that, who could work on it for years to come.

As game director I have to make tough trade-offs. One thing I believe is that we have to focus on the core game first before taking on additional responsibilities. I wrote in the Guild Wars 2 Design Manifesto in 2010 that our vision was to create a living, dynamic world, where there’s always something to do. Let’s ensure we succeed on that front.

So, after shipping Chuka and Champawat, I’ve asked that we indefinitely suspend work on new legendary weapons. This team of developers will instead shift their efforts back to Living World style content, building new journeys and events for everyone to participate in.

That means the Chuka and Champawat shortbow coming in the spring update might just be the game’s last legendary for the forseeable future. The new legendaries were widely considered a key feature of the Heart of Thorns expansion.

O’Brien took over as Game Director when Colin Johanson left the company last month.

Source: Official forums. Thanks to Xephyr, Alexander, kalamari, and TomTurtle.

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Wayshuba
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Wayshuba

This is too funny. 120 developers, a drought of a year of content, a small expansion (definitely not $50 worth of expansion) and now one of the key end game items they sold players on has been scrapped AFTER they sold you the bill of goods.

Now they are working on a second expansion. Color me jaded but I have a funny feeling that the expansion is not going to sell well. In fact, I bet a lot of players have smartened up and will wait until the expansion releases to see what you really get (since ANet has a severe reputation since the launch of GW2 off way under-delivering on their promises).

For MO, if you are reading this, to have 120 developers with only 6 working on legendaries, leaving 114 other devs and not being able to put out content regularly, you have a management problem, not a development problem.

sciencestick
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sciencestick

Ah the “99%” versus the “1%” aka the “haven’t played long enough to fully develop a character 99%” versus the “have played a long time and are looking for some meaning to character progression 1%” This really is the only fundamental difference and the “99%” never believe they will ever get there… but of course they will if the game is compelling enough.

Let me tell you from experience I’ve been both 99 and 1 and on multiple MMO’s… the so called 99% are composed of people who will reach the “1%” at some point if the game is good and ofc it is also composed of lots people who will play for a month or two  or three months or four, and never be important to the income of the game company. Never spend a dime or only spend a bare minimum to get in the door. To say the “99%” wants all the attention would be a massive understatement, some of them don’t GET the need to have an endgame destination that is fun for a developed character. They often never reach that destination and some of them even KNOW they don’t care enough about the game to reach it, so they revel in their self interest. others simply don’t see past the current horizon to where they will be when all the levelings over.

Thus their special interest pressure robs MMO’s of having compelling fleshed out “payoffs” naturally the smaller (but far more than 1%) that play a long time and spend a lot of money resent the “99%” because their short shortsightedness is actually harmful to the content they want.

The “99%” make MMO’s worse, they clamor for all the focus, they want immediate pay off and they want loot to drop always, they want loot to be unbound and they want it to be easy to get. They want a teleporter past any obstacle that is hard to navigate and they never ever want to repeat anything more than a couple times. Meaning content must be made at a disposable rate… with all the quality reduction that disposable content implies.

So it is that developing for them is guaranteed to result in a short term shallow and ultimately unsatisfying MMO experience… A fun ride “but there’s no there, there” no payoff. but it doesn’t matter to the 99% because 98% of them (by their own estimate of things) wont be playing the game long term.
I mean do the math the 99% are basically admitting they are transient and by in large wont be around for long.

They will be off trying to ruin some other game with soft core, casualized, entitlment filled posts Demonizing players who play for longer than them who will be there long after.
Of course from a basic physical standpoint there is only ever so much content you can LEVEL THROUGH… without missing or skipping much of it. however there is INFINITE room for endgame content and mechanics because you never level past it. This is at the heart of the matter, as MMO companies keep learning about their customer base they may find it more profitable to appeal to the temporary 3 month “in app purchaser” “99%” but they will find the longevity of their content massively compromised, and the desirability of their games will be worsened with smart gamers able to see that there’s no payoff to the game because they are all about the journey with no destination. All ressed up and nowhere to go.

No substance, no destination to create “scenes” and socializing, lasting friends and no GOALS to give purpose to all that leveling… The 99% want an endless bus tour of an endless disposable constantly created wonderland, the 1% want an nice payoff to a compelling journey. The 99% want foreplay to last forever, the 1% want the orgasm to last a long time.

Speaking as a both 99% and 1% a 100 percenter.

thegirlwiththehair
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thegirlwiththehair

Xephyr

likely tools and pipeline.

DPandaren
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DPandaren

Siphaed meltedskul Line with more hugs They also can’t do it because they just never built season 1 for that kind of thing. Probably in future seasons that will be a norm though.

DanielCulbertson
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DanielCulbertson

Xephyr LeConchRepublic Exactly! People seem to be either not understanding this or are intentionally overlooking it. They have the resources to do both Living Story AND finish the legendary weapons. Can we all just stop pretending that they don’t?

cheesybites76
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cheesybites76

JeremiahWagner They really threw the baby out with the bathwater when they made this so-called “sequel”, eh?  I believe my s/o and I spent all of two days playing this misnamed thing before we went back to the original.  Population is way down now but it is a superior game in every other aspect.  Gw 1 ftw!

Random User
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Random User

The decision makers at arenanet are not competent.

djnesh
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djnesh

Line with more hugs “And I’m terrified of the “manifesto” coming back. Not like I disliked
the LS1, but temporary content is hated, even here we can read how many
would not even bother with it.”
Only thing that was bad with the temporary LS1 content was developer burnout due to unrealistic schedule (and not putting few interesting fights from it into repeatable instances latter). MMOs in general lost content which is unique and LS1 was that … more unique (one time) events, items, titles, if one did not got it, it’s their problem for not playing at that time.

djnesh
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djnesh

Peregrine_Falcon agreed
Now they just need to “postpone” rest of the “endgame” teams (raids, legendary anything, even fractals) and they can focus onto things that made GW2 unique and interesting — living world populated with player driven events (HoT is a fail in that).

carson63000
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carson63000

Peregrine_Falcon Fractals is stuff for the majority? That was the content for the 1% before they decided to do raids.