Reflections on Josh Strife Hayes - Worst MMO Ever?

  • I am a big fan of Josh Strife Hayes and in particular his classic "Worst MMO Ever?" review series - rest assured for those not familiar with JSH, he isn't actually saying GW is the worst MMO ever!

    Here is the video: Worst MMO Ever? - Guild Wars

    I hadn't watched this video before and although it's 2 years old now it's still as relevant as ever (of course because GW is timeless!). I left the following comment on the video, as a lot of what JSH says in his review made me reflect on why I found GW so entertaining all those years ago, and why I still do:


    "...having been an avid GW fan and player since its release, what I find that resonates with me most of Josh's criticisms are actually the things that for me make GW great and that I wouldn't change. The fact that you don't get quest identifiers to take new quests, the fact that you aren't told where Merchants are and thus don't know quite initially how the navigate the towns, the fact that you don't get told where to find specific items that crafters want, the fact that you have to painstakingly craft your builds and attribute points and test them out one instance at a time, the fact that you don't just get easily told about weapon comparisons; that "this new weapon that you have acquired is X better than your old one". These are exactly the reasons why as a 13 year old new to this style of game I found the experience completely immersive. Yes it was challenging, at times irritatingly so, but ultimately that made it all the more rewarding. It meant that I had to fully invest in the game in order to do well. It thus built a depth to my knowledge of the inner workings of the game that made me feel like a professional player (even though I was trash). Looking back, had there been all of these "Quality of Life" additions, it actually would have made the whole experience much too easy, and much too surface level. If I were to go back to Guild Wars as a 13 year old today, I wouldn't have it any other way. Still playing 19 years later with >9k hours on my account. I have a wife and a professional career now but GW remains a huge passion of mine and will do forever. Its my escape that I come back to time and time again. I'm so grateful to ArenaNet for maintaining this servers to this day and hope it will continue forever."

    I'm curious to know from others here - what was it for you that made you fall in love with Guild Wars?

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  • I remember playing in high school with my friends on ventrilo. I had been putting +30 HP plus 41HP and +50 HP runes on three of my five armor pieces on all my characters in guild wars for a long time. One day I told my friends that I had been doing this, and they laughed and jeered and told me that I was doing it incorrectly. ezscape is bad. The idea that you need to hold players hands so much so that they can learn early on seems like a very modern trend in games. It was never a problem for us when we first started playing. Dark souls is a perfect example of a successful reaction against ezscape. In old school RuneScape people always say that run energy as a problem for new players. It was never a problem when we first started playing. New players don't care about efficiency, they are just happy to play the Game and it's fun because it's new and they've never experienced it.


    Without ingame explanations and tutorials and hints everywhere, you rely on other players helping you and teaching you what to do. This improves the community experience, which is what games are all about obviously. an Excuse for people to spend time together. It doesn't really matter whether there is more handholding or less handholding to me. The push the developers have made to make Games easier to play and have more hand holding for new players, is a reaction to more competition in the market. They are trying to maintain relevancy and draw new players in as other new games are developed that cater to Younger players and newer players, and they do have all these handholding guides and hits for new players built in.


    In the end what will keep guild wars going is money and player numbers. The business model of guild wars one failed because it was based on people buying new campaigns and expansions. Without a monthly subscription cost the only way the developers could make money is by selling new titles. and some titles ended up being rushed and low quality like nightfall. In the end they had to change up the business model and in guild wars two they have micro transactions. Which is the route that a lot of games have gone. Arena net has said time and time again that they are not going to release new content for guild wars one. Bringing new players to the game obviously helps to keep the game going, which is done via YouTube and games done quick.


    I've said before that one way to improve the game is kickstarter's for third-party development. The guild wars community can come together and pay people to improve tools like toolbox that operate within the terms and conditions.


    Easy scape is not really the problem. It's just business models and competition and maintaining relevance. If the game was to be developed further, obviously for new players some hand holding directions and tutorials wouldn't hurt. But it's a lesser problem compared with the competition and business Side of things.

    signa ture grindset

  • I first got interested in Guild Wars because I had long been searching for an RPG that recaptured the game play and feel of the classic Wizardry and Eye of the Beholder games. Most modern RPGs up to that point were more lone wolf heroes and less player created party based. The henchman system at the time kind of bucked that trend, and though it wasn't a party of characters I myself created, it was as close as I could get. I was further enticed by the business model, having shunned MMOs up to that point because of the monthly rental fee on top of the initial purchase of the game. The game itself captivated me due to the amazing 3D graphics (for that time), and the ease of which it was to get into the gameplay and understand the basic mechanics. The game succeeded for me because of the freedom to be able to play the way you wanted to play for the most part. And to this day, the game remains rather unique in the MMO space for what it offers, and it's a shame that it was abandoned in favor of a more generic MMO flavor.

    In the end what will keep guild wars going is money and player numbers. The business model of guild wars one failed because it was based on people buying new campaigns and expansions. Without a monthly subscription cost the only way the developers could make money is by selling new titles. and some titles ended up being rushed and low quality like nightfall. In the end they had to change up the business model and in guild wars two they have micro transactions. Which is the route that a lot of games have gone. Arena net has said time and time again that they are not going to release new content for guild wars one. Bringing new players to the game obviously helps to keep the game going, which is done via YouTube and games done quick.

    Not quite. I feel Nightfall was the culmination of the best parts of Prophecies and Factions. The hero system was a big improvement upon the henchman system and brought the game closer to what I had been looking for for nearly two decades. It certainly didn't feel rushed as the same amount of time was put into it as Factions (there were two teams working on the campaigns, each alloted a year to maintain the 6 month release cadence). Now if you want to apply that to EotN, absolutely. The expansion is far less a package than any of the three main campaigns.

    But you are right in that the business model was unsustainable. I knew that as soon as Anet discussed how it was going to work. A completely new game would be unmanagable as it would divide up a limited player base among far too many different areas, and the skill and professions would simply become unwieldy due to sheer number. It's unfortunate, though that they didn't continue with the expansion route. Had they put much more time into that, and releasing a major expansion to the the current areas of the game, I think it would have been worked much better. But unfortunately now, much of the original Prophecies team is gone, and the current team certainly could not do justice to the original game, so we are left to only enjoy what we have.