ArenaNet's Colin Johanson on Measuring Fun and Success in Guild Wars 2
When your game systems are designed to achieve the prime motivation of a subscription-based MMO, you run the risk of sacrificing quality to get as much content in as possible to fill that time. You get leveling systems that take insane amounts of grind to gain a level, loot drop systems that require doing a dungeon with a tiny chance the item you want can drop at the end, raid systems that need huge numbers of people online simultaneously to organize and play, thousands of wash/repeat item-collection or kill-mob quests or dailies with flavor text support, the best stat gear requiring crazy amounts of time to earn, etc.
But what if your business model isnt based on a subscription? What if your content-design motivations arent driven by the need to create mechanics that keep people playing as long as possible? When looking at content design for Guild Wars 2, weve tried to ask the question: What if the development of the game was based on wait for it fun?
Find out more about the teams approach to designing for fun and why your feedback matters in the Guild Wars 2 Beta Weekends in Johansons full blog.