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There are lots of reasons to praise GW2, and by all means, I have no intention of mentioning them all in this thread. The one thing that really sets GW2 above so many typical mmorpgs, is how the game doesn't make player feel "under the thumb" of others. Players work together naturally, and the flow of the game contributes to players learning how to help improve each others damage, tanking, crowd control or healing. It's amazing watching the synergies between players grow as it progresses through a dynamic event chain. People working together because they can, because they are seeing more ways that their own character can add to the fight beyond just dps or heals or just standing there taking hits. Things like a necro moving over to drop a well around a ranger, to add the cross-profession combo letting the ranger do more damage. It's not only about maxing out what your toon can do, but helping to max out what other players can do too,and only because you can not because you have to.
Other games keep players of one role utterly dependant on another, leaving them with little choice but to submit to putting up with the irritations of their own group, in addition to the frustrations of opposing characters and such. How often have we heard the tank telling the healer how to heal, or the healer telling the tank how to mitigate damage. The rage and frustration that game design leads to is absolutely defeating to newcomers. The learning curve is strife with abuse and beratement, and undoubtedly the greatest cause for the callous term "noob". And what choice does the newcomer have? They have to fill a role, because the game defines them as a dependant. They are forced to be reliant on the goodwill of others, and typically, too many "others" don't let them forget it either.
I suggest that this treatment is cyclical in nature as well, and that it creates a roll-over from one player to another. In cases of mental abuse it has been observed that as much as 70% of abusers were abused themselves. There is no way to derive an accurate number of the counter point, but it's easy to assume that a large percentage of people that were initiated within dependancy role will become dependant upon the role structure in the future.
They become climatized to the role of "be a good *** so nobody can complain" They develop a sense of "in-game worth" in accordance to how others regard them. Left alone, they can't define their value. They have become dependant, on being dependant.
But with GW2 and the open grouping system, people can still play together to acheive an objective, but there isn't a power struggle over who gets to drive the group. There isn't an abused newcomer, belittled and ridiculed. There isn't a devalued dependant, who is looking for the next group to hide in. There is just a gathering of players, working together to finish the task at hand. They are equals. They are valued and appreciated. They are heroes.
All of my posts are either intelligent, thought provoking, funny, satirical, sarcastic or intentionally disrespectful. Take your pick.
I get banned in the forums for games I love, so lets see if I do better in the forums for games I hate.
I enjoy the serenity of not caring what your opinion is.