《激战2》在这十年中的发展和影响

2019-12-27 810
当我坐在这里思考《激战2》在这十年中的发展,以及当前的故事和游戏状态时,我不禁惊叹于《激战2》对我个人以及更大的平台的影响。2012年8月的环境与现在大不相同。当时《魔兽世界》正准备发行《拖把》,《最终幻想14》距离发行《重生》还有一年的时间,而《SWTOR》在第一年便遇到了困难,并正准备发行《免费游戏》。它进入了GW2发布的这个场景,我不知道会发生什么。
《时空裂痕》是我在《魔兽世界》之外尝试的第一款MMO游戏,我认为它并没有吸引我超过一周的注意力。我喜欢SWTOR发布,甚至为它写了一些指南,但尽管我喜欢第一次的突袭,它在游戏结束时还是跟不上。因此,我对激战2有些犹豫。自从那一年我在PAX East拿到了一份代码后,我就一直在测试周末玩它,所以我对那些有限的体验有了一些期待。我仍然不完全相信《长城2》会是一款我喜欢的长期游戏。我最担心的两件事是我从来没有玩过最初的激战,而且我觉得如果没有任务为我指明方向,我会觉得很无聊。
我对第一件事的担心结果是完全无关紧要的。虽然了解Tyria的历史可以帮助我更快地看到更深刻的含义,但是个人的故事是以一种即使是像我这样的新手也能理解的方式完成的。另外,在激战中,所有的一切都是从人类的角度讲述的,结果是,通常情况下,不仅是对泰瑞亚的历史,还有其他种族的偏见。这确实引起了一些长期玩家的摩擦,他们觉得游戏中呈现的一切都应该是真实的,而不只是一个视角。在这方面,我也许不知道这段历史会好一点。
我害怕因为没有任务而不知所措也是毫无根据的。个人故事提供了足够的方向,而不是让我觉得我必须做的事,没有其他。另外,随着区域的扩展,我感觉自己有了很多自由,可以快速地去任何地方探索。事实上,《长城2》重燃了我四处漫游和探索的热情,因为总能找到一些有趣的东西。特别是事件系统,它是迷人的,因为我偶然发现一个事件,然后会导致另一个事件,在我知道它是1 - 2个小时后,我完全忘记了我登录首先要做什么。不过没关系,因为我一直都很开心。
2013年,ArenaNet再次推出了“两周内容循环”。老实说,这是我在比赛中最投入的一点,也是我几乎一直在打比赛的一点。这个周期的问题是,每个月都会有一个较大的补丁和一个较小的补丁,在每个大补丁之间添加更多的东西。玩家只有在下一个大的补丁中才能玩到游戏内容发生变化时,游戏才会消失。这很令人兴奋,因为自从发射以来,世界第一次发生了变化,但也有很多压力,不能错过任何东西,因为一旦它消失了,它就消失了。尽管这种速度最终是不可持续的,并且由于每个大型发行版本都有完全独立的团队在工作,导致了一些不平衡的故事叙述,但这是最令人兴奋的游戏时间之一。我从来没有见过一个MMO以如此有规律的速度输出这么多内容。
2014年,他们推出了另一项激动人心的创新——megaservers。以前,根据地图上的人数,需要制作多个地图副本。虽然这个系统总体来说还不错,但它也有缺点,那就是人们必须在和朋友们相同的服务器上创建角色,才能和他们一起玩,即使这样,有时在地图上的版本和朋友们的版本是一样的。megaserver系统总是优先考虑政党和公会。当然,一开始会有问题,但很快就解决了。当其他一些游戏因为类似系统的实施而受到影响时,GW2似乎却因此而蓬勃发展。再加上这个世界是这样建立起来的,找到其他球员从来都不是一件坏事,megaservers表现得很好
 第一个资料片《荆棘之心》给玩家带来了两种有趣的东西:滑翔和行会大厅。滑翔可能是我所经历过的MMO游戏中最大的游戏改变。它从根本上改变了玩家移动地图甚至战斗的方式。更不用说它是如此的火爆,玩家经常要求将它添加到核心游戏中,我们最终在2016年冬季更新中得到了它。当我在预告片里看到《辣身警探》时,我很兴奋,但我完全低估了我有多喜欢它。同时,因为玩家不可能永远从任何地方滑翔,所以ArenaNet避免了其他mmo在飞行方面的一些缺点。滑翔是一种有效的,有时是战略性的方式来移动区域,老实说,它仍然是我最喜欢的方式来移动区域。真见鬼,有时我从小小的壁架上跳下来,好有一秒钟的滑翔时间,我很享受这种感觉。
遗憾的是,行会大厅没有滑翔翼那么漂亮。会馆的核心概念是优秀的。有一个地方可以和行会的人一起闲逛,成为冒险的起点,这是个好主意。然而,ArenaNet担心如果他们让公会大厅变得太有用,玩家将永远不会在城市中闲逛,而那些不能满足公会大厅要求的公会将处于不利地位。因此,公会大厅很快失去了很多光泽,许多人不再使用它们。此外,如果公会的任务也被定期更新,或者根本不更新,公会大厅也会保留更多的有用性。希望ArenaNet能够在未来重新审视这些游戏,并找到一种方法使它们具有吸引力,同时又不会破坏游戏的平衡性,因为它们确实是游戏中最酷和使用最少的方面之一。
火的第二个扩展路径给玩家带来了我所见过的MMO中最好的坐骑实现。为了赋予坐骑独特的移动能力和动画效果,他们付出了巨大的努力,结果,他们比其他MMO中的坐骑感觉更“真实”。因为每个坐骑都有自己独特的移动方式,我可以选择自己想要使用的坐骑,而问题往往是“我想去哪里,我想怎么去”,这有助于保持事情的趣味性。我仍然记得当我第一次坐在我的迅猛龙上,我的角色向前探出身子,轻拍它的脖子时,我是多么的兴奋,就像我拍马一样。那是一个美丽的时刻。
在这些更新之间,我们已经收到了好几季的故事内容,在这几季中,ArenaNet不断提高他们讲故事的质量。从第2季到第4季,再到现在的第5季,这一切都让质量的飞跃变得如此明显。第二季不仅仅是一个不那么集中的故事,而且讲述的方式也不那么巧妙。例如,在第二季中,我从未想过骑在龙背上战斗是可能的。在最近的赛季中,我们也很少能知道发生了什么,更多的是让球员们去体验,去得出他们自己的结论。
虽然《激战2》的发展道路并非一帆风顺,但过去的7年却相当不错。我甚至没有接触到他们多年来所做的所有生活质量更新,yay衣柜和解开你账户上的染料(只是我最喜欢的两个)。虽然《激战2》可能不是每个人都喜欢的MMO,但它们在当前开放和相关的MMO中却稳居前列。ArenaNet,谢谢你过去七年的冒险经历,我迫不及待地想看看你能从这里学到什么。
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原文:
As I’m sitting here thinking about Guild Wars 2 in this decade and where we are heading with the current story and state of the game, I can’t help but marvel at how much of an impact GW2 has had on me personally and on the larger MMO stage. The MMO landscape back in August 2012 was very different. WoW was getting ready to release MoP, FFXIV was still a year away from launching A Realm Reborn, and SWTOR had struggled in its first year and was preparing for free to play implementation. It was into this landscape GW2 launched, and I didn’t know what to expect from it.
Rift was the first MMO I tried outside of WoW, and I don’t think it held my attention more than a week. I loved SWTOR when it launched, even wrote some guides for it, but as much as I liked the first raids, it just couldn’t keep up when it came to the endgame. As a result, I was a bit hesitant about Guild Wars 2. I had played it during the beta weekends since I had received a code at PAX East that year, so I had some idea of what expect from those limited experiences. I was still not entirely convinced GW2 would be a game I’d enjoy for the long-haul. My two biggest concerns were the fact I had never played the original Guild Wars and I thought I might get bored without quests to point the way.
My concern on the first count turned out to be completely inconsequential. Although knowledge of the history of Tyria would have helped me see more profound implications quickly, the Personal Story was done in such a way that even complete noobs, such as myself, could understand what was going on. Plus, in Guild Wars, everything was told from the Human perspective, which turned out to be, as is often the case, a very slanted view of not only the history of Tyria but also the other races. This did cause some friction with longer-term players who felt everything presented in-game should be exactly how things are actually and not just one perspective. In this regard, I was perhaps a bit better off for not knowing that history.
My fear of being at a loss of what to do due to not having quests per se was also unfounded. The personal story provided enough direction without making me feel like I had to do that and nothing else. Plus, with the way zones scaled, it felt like I had a lot of freedom to go almost anywhere fairly quickly and explore. In fact, GW2 reignited my love of just wandering around and exploring because there was always something interesting to find. The event system, in particular, was enthralling because I’d stumble upon one event and that would lead to another, and before I knew it was 1 – 2 hours later and I had completely forgotten what I had logged on to do in the first place. It didn’t matter though, because I had a blast the whole time.
In 2013 ArenaNet pushed things again when they implemented the “2-week content cycle”. This was honestly the point where I was most involved in the game and played pretty much all of the time. The thing with this cycle was there would be a largeish patch every month and a smaller one, which added a few more things between each big one. Players only had until the next big patch to play through the content before things changed and it went away. This was exciting because the world was changing for the first time since the launch, but there was also a lot of pressure to not miss anything because once it was gone, it was gone. Although this pace ended up being unsustainable and resulted in some uneven storytelling due to having completely separate teams working on each large release, this was one of the most exciting times to play. I’d never seen an MMO pump out so much content at such a regular pace before or since.
2014 brought another exciting innovation when they implemented the megaservers. Previously there’d be multiple copies of maps made as needed depending on how many people were on that map. While this system was generally good, it did have the drawbacks of people having to create characters on the same servers as their friends to be able to play with them, and even then, sometimes getting on the same version of a map as them was a real bear. The megaserver systems always prioritized parties and guilds. Of course, there were issues at first, but they were sorted quickly. While some other games suffered due to the implementation of similar systems, GW2 seems to have thrived with it. Coupled with the fact the world is set-up in such a way that it’s never a bad thing to find other players, megaservers have worked out well.
The first expansion, Heart of Thorns, brought two fascinating things to players: Gliding and Guild Halls. Gliding was perhaps the biggest game-changer to an MMO I have ever experienced. It fundamentally changed how players moved around maps and even fought. Not to mention it was such a blast, players regularly requested it to be added to the core game as well, which we finally got in the Winter 2016 update. As excited as I was when I saw gliding in the announcement trailer for HoT, I completely underestimated how much I’d love it. Also, since players can’t continually glide forever from everywhere, ArenaNet avoided some of the drawbacks other MMOs have experienced with flying. Gliding was an effective and sometimes strategic way to move about areas and it’s honestly still my favorite way to move around zones. Heck, sometimes I’ll jump off tiny ledges to get a second of gliding in, I enjoy it that much.
Sadly, Guild Halls have not faired as well as gliding has. The core concept of guild halls was excellent. Having a place to hang out with guildies and to be a launching point for adventures was a great idea. However, ArenaNet was concerned if they made guild halls too useful, players would never hang out in the cities and guilds who couldn’t meet the requirements for the halls would be disadvantaged. As a result guild halls quickly lost a lot of their shine and many stopped using them. Additionally, if guild missions had also been updated with any regularity, or at all, the guild halls would have also retained more of their usefulness. Hopefully, ArenaNet will be able to revisit these in the future and find a way to make them compelling without unbalancing things because they are honestly one of the coolest and least utilized aspects of the game.
The second expansion Path of Fire brought players one of the best implementations of mounts I have ever seen in an MMO full stop. Great care and effort were put forth to give the mounts each unique movement abilities and animations, and as a result, they feel more “real” than mounts in any other MMO. Because each mount has unique ways to move through the world the choice of which one I want to use if often a matter of “where do I want to go and how do I want to get there,” which helps to keep things interesting. I still remember how excited I was the first time I was sitting around in town on my raptor and my character reached forward and patted it on the neck, just as I would a horse. It was a beautiful moment.
In between these updates, we’ve received multiple seasons of story content, in which ArenaNet is continually pushing the quality level of their storytelling forward. Playing through Season 2 and then going back to Season 4 and now Season 5, makes the jump in quality all too apparent. Not only was Season 2 a much less focused story, but the way it is told has far less finesse. For example, back in Season 2, I never once thought it would be possible to ride on the back of a dragon and fight. There’s also less telling us about what’s happening and more just letting the players experience things and draw their own conclusions in the most recent season.
While the path for Guild Wars 2 hasn’t been without its bumps, the last seven years have been great. I didn’t even touch on all the quality of life updates they’ve done over the years, yay wardrobe and unlocking dyes across your account (just two of my favorites). While Guild Wars 2 may not be everyone’s favorite MMO, they are firmly in the top ranks of currently open and relevant MMOs. ArenaNet, thank you for the last seven years of adventures and I can’t wait to see where you take things from here.
 
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