I am going to toot my own horn, but it’s a really sad tune I’ll be playing. I was right, but I really didn’t want to be right about this.
We Saw This Coming
One of the main complaints from the PvP community about the choice of Conquest as sPvP in Guild Wars 2 is the Capture Point rule set. This doesn’t mean that capture point games aren’t common or unpopular, but that they rarely become the accepted test of skill in PvP type games.
And once you neutralize or capture, then there is no benefit to hanging around. There is likely a contested area or node that needs you more at the time. It is possible that you could design your team to have sets of two players who feature a highly supportive and defensive player with someone of decent damage output to take a node and sit on it. The problem then becomes that the battle is a war of attrition. Prolonged battles and over-balance are two of the major reasons the Guild Wars PvP scene died off after being so healthy for years. If your ruleset and map dictates prolonging fights to preserve nodes then it shrinks the type of builds and strategies to use.
In larger head-to-head battles you have more room for builds to specialize into different roles and for players to coordinate their playstyle with the playstyle of their teammates. What this means is that you could have a six on six head-to-head battle with different team makeups on each side, as opposed to a standardized Cap Point team.
In Capture Point, if you try to stick together as a single swarm, then you’ll likely lose. You can’t force large battles in Conquest. If most of your team is at one spot then you give up the other two nodes. Running, delaying and interfering matter most. What the PvP community wants are those team vs team situations where the battle is all out, and it’s a matter of supporting and controlling both sides. Players want to be sized up against the whole of the other side. They don’t want to succeed at their node running, just to realize they’re losing because of something that is happening on the other side of the map for which they have no input on or access to. Players also want the extra strategy of team builds.
What ArenaNet risks by going fully in with just Conquest is alienating the playerbase that would make the sPvP attractive. You can’t be bigtime without the respect of the community because you won’t draw the community to care and be competitive about your game. You will get, and forgive the elitism here, the second and third tier players to fill in the gap of talent. In other sports, there are minor leagues and spinoff leagues. There has been basketball leagues that use trampolines and favor dunking because it has a high entertainment value. These minor leagues don’t ever rise above the level of sideshow because nobody truly respects them. They don’t draw the top talent and thus don’t draw the big attendance. I feel this is the same for E-sports. ArenaNet can’t go out there and try to push E-sports while being PowerDunk Ball.
I wrote those blocks of text over a year ago on May 24th, 2012. It was a warning about the future of PvP in the game if they stuck with Conquest. I think the PvP community will find those “warnings” extremely relevant right now, especially the final paragraph.
The Tournament Finals Swansong
At the one year anniversary bash, ArenaNet held their tournament final between the top European team and the top North American team. If I could describe the feel of everything about this in two words, it would be “awkward” and “depressing”.
The Anniversary Bash stream was above 5k viewers during the early parts of the event. People watched the opening address and the Q&A. The final part of the event was the match between Car Crash and Sync for the PVP championship. At this point, the twitch fell below 5k viewers, and then loss more viewers as the match went on.
However, it was already awkward before that. The devs kept trying to pump up the match, but the live audience issued a muttering of applause, seemingly clueless about the two teams, or just not interested in the event itself. When it came to Q&A time, a lone player from Crystal Desert asked why there wasn’t more modes for PvP in the game, and where the beloved modes from Guild Wars 1 were to be found in the game. In response, the Dev Panel looked at each other, somewhat clueless and scared. There was not a single spvp dev on the panel. The closest person to this was Devon Carter, who handles WvWvW. After the group sat quiet a second, Colin Johannson jumped on the “grenade” of a question, and effectively dodged it with a rambling bit of PR.
Meanwhile, the entire twitch stream was filled with people spamming “GvG” in the chat for the entirety of the event. The entire thing felt like a trainwreck for PvP rather than the showcase ArenaNet intended it to be.
The Victory Funeral
Following the championship, players took to the forums and expressed their issues with the handling of the PvP question, and how generally uninteresting the match was itself.
Players complaining on forums is nothing new. However, long time sPvP player, and large contributor to the cause Xeph announced his retirement from the game the following day. He said his reasons were numerous, but you could sort of tell the Anniversary Bash and its recent news was a tipping point.
The post was deleted, but the damage was done.
It’s Not the Incentives
Xeph felt the PvP lacked incentives to attract players, but that’s never really been a big part of highly successful PvP. Most of the reward comes from winning and the winning actually meaning something. Ultimately, there must be some pride in the accomplishment of winning. Guild Wars 2 lacks that feeling. It lacks is because Conquest mode is Powerdunk Ball. it’s not what people care about, and ArenaNet never listened.
And now their planned high moment is a depressing final death cry.
Can it be saved? Sure. It’s not like ArenaNet is facing any real competition in the MMO PvP space. However, they need to focus on what people care about in MMO PvP. Don’t be a MOBA. Don’t spread small skirmishes across a map. People are getting that already, and there’s a whole other audience being ignored. That audience wants tactical, skilfull, and gear balanced team fights. It doesn’t have to be deathmatch. You can establish a goal to fight over, but that goal must involve two teams fighting together. People watch MMO PvP for the group play, Remember that.