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	<title>Comments on: GW2: To scale or not to scale</title>
	<atom:link href="http://syncaine.com/2012/09/13/gw2-to-scale-or-not-to-scale/feed/" rel="self" type="application/rss+xml" />
	<link>http://syncaine.com/2012/09/13/gw2-to-scale-or-not-to-scale/</link>
	<description>Bringing back the carebear stare...</description>
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		<title>By: Dà Chéng</title>
		<link>http://syncaine.com/2012/09/13/gw2-to-scale-or-not-to-scale/#comment-77325</link>
		<dc:creator><![CDATA[Dà Chéng]]></dc:creator>
		<pubDate>Sat, 15 Sep 2012 14:59:28 +0000</pubDate>
		<guid isPermaLink="false">http://syncaine.com/?p=3525#comment-77325</guid>
		<description><![CDATA[&quot;You do realize how silly that sounds in an RPG with 80 levels, right?&quot; 

Azuriel, I know what you mean, because I&#039;ve seen players who accept quests without even reading the quest text. When every quest is a kill-quest or a delivery quest or both, it&#039;s hard to make the stories interesting. But if you are playing an RPG game for 80 levels and you aren&#039;t interested in the stories, what exactly are you playing for? It seems to me that in many cases it&#039;s for the &quot;achievements&quot;, the gold-stars that many RPGs hand out instead of interesting and immersive stories. Can you imagine enjoying a book where the story was dull and repetitive, but the publishers sent you a framed certificate for every chapter you completed?]]></description>
		<content:encoded><![CDATA[<p>&#8220;You do realize how silly that sounds in an RPG with 80 levels, right?&#8221; </p>
<p>Azuriel, I know what you mean, because I&#8217;ve seen players who accept quests without even reading the quest text. When every quest is a kill-quest or a delivery quest or both, it&#8217;s hard to make the stories interesting. But if you are playing an RPG game for 80 levels and you aren&#8217;t interested in the stories, what exactly are you playing for? It seems to me that in many cases it&#8217;s for the &#8220;achievements&#8221;, the gold-stars that many RPGs hand out instead of interesting and immersive stories. Can you imagine enjoying a book where the story was dull and repetitive, but the publishers sent you a framed certificate for every chapter you completed?</p>
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		<title>By: Dà Chéng</title>
		<link>http://syncaine.com/2012/09/13/gw2-to-scale-or-not-to-scale/#comment-77323</link>
		<dc:creator><![CDATA[Dà Chéng]]></dc:creator>
		<pubDate>Sat, 15 Sep 2012 14:44:35 +0000</pubDate>
		<guid isPermaLink="false">http://syncaine.com/?p=3525#comment-77323</guid>
		<description><![CDATA[&quot;After 80 levels, is it really great gameplay to play the skill-spam/dodge game vs trash mobs?&quot;

I think we differ in how we enjoy RPGs. I don&#039;t play them for the gameplay. I play for the roleplay. Like you, I just loved Skyrim. I immersed myself in the stories and in the world. The gameplay in Skyrim was atrocious, to the point where you had to break immersion by pausing the game to change spells! But the world and its stories are what made that game fun, and that&#039;s what makes fantasy worlds like Azeroth and Tyria and Westeros come alive for me: immersion. Hell,there&#039;s no gameplay at all in books!]]></description>
		<content:encoded><![CDATA[<p>&#8220;After 80 levels, is it really great gameplay to play the skill-spam/dodge game vs trash mobs?&#8221;</p>
<p>I think we differ in how we enjoy RPGs. I don&#8217;t play them for the gameplay. I play for the roleplay. Like you, I just loved Skyrim. I immersed myself in the stories and in the world. The gameplay in Skyrim was atrocious, to the point where you had to break immersion by pausing the game to change spells! But the world and its stories are what made that game fun, and that&#8217;s what makes fantasy worlds like Azeroth and Tyria and Westeros come alive for me: immersion. Hell,there&#8217;s no gameplay at all in books!</p>
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		<title>By: Azuriel</title>
		<link>http://syncaine.com/2012/09/13/gw2-to-scale-or-not-to-scale/#comment-77250</link>
		<dc:creator><![CDATA[Azuriel]]></dc:creator>
		<pubDate>Sat, 15 Sep 2012 01:29:44 +0000</pubDate>
		<guid isPermaLink="false">http://syncaine.com/?p=3525#comment-77250</guid>
		<description><![CDATA[&lt;i&gt;Honestly, this sort of behaviour – chasing pixel rewards like kindergarten kids chasing gold stars from the teacher – only serves to emphasize the Skinner-box nature of much MMO design.&lt;/i&gt;

You do realize how silly that sounds in an RPG with 80 levels, right? Or any RPG, really.]]></description>
		<content:encoded><![CDATA[<p><i>Honestly, this sort of behaviour – chasing pixel rewards like kindergarten kids chasing gold stars from the teacher – only serves to emphasize the Skinner-box nature of much MMO design.</i></p>
<p>You do realize how silly that sounds in an RPG with 80 levels, right? Or any RPG, really.</p>
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		<title>By: kalex716</title>
		<link>http://syncaine.com/2012/09/13/gw2-to-scale-or-not-to-scale/#comment-77202</link>
		<dc:creator><![CDATA[kalex716]]></dc:creator>
		<pubDate>Fri, 14 Sep 2012 19:32:42 +0000</pubDate>
		<guid isPermaLink="false">http://syncaine.com/?p=3525#comment-77202</guid>
		<description><![CDATA[The answer lies at the heart of the established notions of what &quot;Player Vs. Environment&quot; is.

Levels and area&#039;s that are essentially blocked off as a result are game design conventions that promote the idea that particular area&#039;s of the environment are yet still too dangerous for your game piece. They&#039;re artificial, but are there to give you the sense that you are on a path, a quest, a journey, a progression so to speak. And the world is a big and dangerous place, but some day, you&#039;ll be prepared to face what lies beyond that wall...

Obviously, in guildwars its all kind of confusing though because you can scale down, but not up, and theirs really nothing there thats dangerous anyway, and that is indeed why you are even compelled to raise this question in the first place. If they were pulling it off successfully, it would feel natural.

Something is wrong.]]></description>
		<content:encoded><![CDATA[<p>The answer lies at the heart of the established notions of what &#8220;Player Vs. Environment&#8221; is.</p>
<p>Levels and area&#8217;s that are essentially blocked off as a result are game design conventions that promote the idea that particular area&#8217;s of the environment are yet still too dangerous for your game piece. They&#8217;re artificial, but are there to give you the sense that you are on a path, a quest, a journey, a progression so to speak. And the world is a big and dangerous place, but some day, you&#8217;ll be prepared to face what lies beyond that wall&#8230;</p>
<p>Obviously, in guildwars its all kind of confusing though because you can scale down, but not up, and theirs really nothing there thats dangerous anyway, and that is indeed why you are even compelled to raise this question in the first place. If they were pulling it off successfully, it would feel natural.</p>
<p>Something is wrong.</p>
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		<title>By: Wontwo3</title>
		<link>http://syncaine.com/2012/09/13/gw2-to-scale-or-not-to-scale/#comment-77200</link>
		<dc:creator><![CDATA[Wontwo3]]></dc:creator>
		<pubDate>Fri, 14 Sep 2012 19:04:01 +0000</pubDate>
		<guid isPermaLink="false">http://syncaine.com/?p=3525#comment-77200</guid>
		<description><![CDATA[Why do they even have levels? A player should be able to just click on the map and go to place that scales up or down as needed.]]></description>
		<content:encoded><![CDATA[<p>Why do they even have levels? A player should be able to just click on the map and go to place that scales up or down as needed.</p>
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		<title>By: Sand</title>
		<link>http://syncaine.com/2012/09/13/gw2-to-scale-or-not-to-scale/#comment-77197</link>
		<dc:creator><![CDATA[Sand]]></dc:creator>
		<pubDate>Fri, 14 Sep 2012 18:30:30 +0000</pubDate>
		<guid isPermaLink="false">http://syncaine.com/?p=3525#comment-77197</guid>
		<description><![CDATA[i laughed so hard i blew root beer out my nose.]]></description>
		<content:encoded><![CDATA[<p>i laughed so hard i blew root beer out my nose.</p>
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		<title>By: adammtlx</title>
		<link>http://syncaine.com/2012/09/13/gw2-to-scale-or-not-to-scale/#comment-77185</link>
		<dc:creator><![CDATA[adammtlx]]></dc:creator>
		<pubDate>Fri, 14 Sep 2012 17:23:11 +0000</pubDate>
		<guid isPermaLink="false">http://syncaine.com/?p=3525#comment-77185</guid>
		<description><![CDATA[kalex716: I played in beta and I got the exact same impression as you. I never felt compelled to play. Everything just kind of took care of itself. It demanded very little of me and the return was in kind. It was very disappointing because I was really excited for it.

Once it came out I started asking people, probing to see if anything had meaningfully changed and strongly got the impression that it had not. Your post is one among many that confirms it. I will not be spending $50 on GW2.]]></description>
		<content:encoded><![CDATA[<p>kalex716: I played in beta and I got the exact same impression as you. I never felt compelled to play. Everything just kind of took care of itself. It demanded very little of me and the return was in kind. It was very disappointing because I was really excited for it.</p>
<p>Once it came out I started asking people, probing to see if anything had meaningfully changed and strongly got the impression that it had not. Your post is one among many that confirms it. I will not be spending $50 on GW2.</p>
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		<title>By: Kobeathris</title>
		<link>http://syncaine.com/2012/09/13/gw2-to-scale-or-not-to-scale/#comment-77175</link>
		<dc:creator><![CDATA[Kobeathris]]></dc:creator>
		<pubDate>Fri, 14 Sep 2012 15:50:02 +0000</pubDate>
		<guid isPermaLink="false">http://syncaine.com/?p=3525#comment-77175</guid>
		<description><![CDATA[Well, that&#039;s going to be true of pretty much any game. The fact remains that rampaging things will take over an area, and if you wish to use the services in that area, you will need to fight off those things. 

Assuming for the sake of argument that housing will eventually make it into the game at some point, I think how that is implemented will go a long way to determining overall longevity. If your house is just a place that exists in its own safe little haven, that won&#039;t be all that compelling. If they do something like creating a mist area where your house exists in a village that can be attacked, much more interesting.]]></description>
		<content:encoded><![CDATA[<p>Well, that&#8217;s going to be true of pretty much any game. The fact remains that rampaging things will take over an area, and if you wish to use the services in that area, you will need to fight off those things. </p>
<p>Assuming for the sake of argument that housing will eventually make it into the game at some point, I think how that is implemented will go a long way to determining overall longevity. If your house is just a place that exists in its own safe little haven, that won&#8217;t be all that compelling. If they do something like creating a mist area where your house exists in a village that can be attacked, much more interesting.</p>
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		<title>By: thade</title>
		<link>http://syncaine.com/2012/09/13/gw2-to-scale-or-not-to-scale/#comment-77168</link>
		<dc:creator><![CDATA[thade]]></dc:creator>
		<pubDate>Fri, 14 Sep 2012 15:16:51 +0000</pubDate>
		<guid isPermaLink="false">http://syncaine.com/?p=3525#comment-77168</guid>
		<description><![CDATA[Curiosity pushed me to finally take the jump; I can see what you mean by &quot;MUCH&quot; better in a few patches. It&#039;s already decent. I&#039;m eager to see WvWvW in action but I keep reading about massive queues and other issues, so I&#039;ll cool my heels on that for now.

Exploration and lack-of-hand-holding is cool; I dig the weapons=skills scene. It&#039;s nice.]]></description>
		<content:encoded><![CDATA[<p>Curiosity pushed me to finally take the jump; I can see what you mean by &#8220;MUCH&#8221; better in a few patches. It&#8217;s already decent. I&#8217;m eager to see WvWvW in action but I keep reading about massive queues and other issues, so I&#8217;ll cool my heels on that for now.</p>
<p>Exploration and lack-of-hand-holding is cool; I dig the weapons=skills scene. It&#8217;s nice.</p>
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		<title>By: SynCaine</title>
		<link>http://syncaine.com/2012/09/13/gw2-to-scale-or-not-to-scale/#comment-77166</link>
		<dc:creator><![CDATA[SynCaine]]></dc:creator>
		<pubDate>Fri, 14 Sep 2012 15:01:58 +0000</pubDate>
		<guid isPermaLink="false">http://syncaine.com/?p=3525#comment-77166</guid>
		<description><![CDATA[Fluff fluff grind grind fluff grind fuff achievement! (nice list?)]]></description>
		<content:encoded><![CDATA[<p>Fluff fluff grind grind fluff grind fuff achievement! (nice list?)</p>
]]></content:encoded>
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