Thericia posted:
and 4 of the 5 games i'm "waiting" on should all be out this year!
All but, Borderlands 2, which is next summer, according to the rumors.

Well I'm done with MMOs as well till GW 2. Going to be catching up on some other games for the most part.
Edit:
Here goes one of the matters I'm most excited about for GW 2, is actually imagine this PVP.
Ten Ton Hammer did an interview about with Eric Flannum of Anet about PVP. Some highlights.
http://www.tentonhammer.com/gw2/gamescom/2011/pvp-interview-with-eric-flannum
Interview posted:
Ten Ton Hammer: How extensive will the differences be between the PvE and PvP versions of skills? For example, if I have a great build I use in PvE, will I need to make any kind of major adjustments to keep it viable in structured PvP?
Eric: It’s probably possible to do that. We want to try to keep the skills as close as possible. So what we don’t want to do is like, this skill shoots a fireball and sets a guy on fire in PvE, and then this skill is like an AoE targeted lava pool in PvP.
But we do have the ability to balance everything separately for PvE and PvP. So what we do want to do is try to keep them so that they start with a place where they’re the same, and then if they need to veer off a little bit from each other then we can do that. By and large we don’t want to force people that want to jump back and forth between the two to have to totally learn a different game.
Ten Ton Hammer: It seems like a smart design decision to put players on a level playing field in structured PvP in terms of level, skills, and gear. But will PvP include any kind of reward or advancement system to make it more appealing to casual players who may not be interested in the more competitive tournament play?
Eric: For competitive PvP it’s not going to include any power advancement, it’s going to include cosmetic advancement. So you’ll earn Glory in PvP and then you’ll use that to buy super cool armor. All PvP players start out with the exact same, low-level looking armor. It’s all statistically the same, but then as you gain Glory you can be like, OK now I have this badass armor, and people will know that guy is really good because he has that super awesome armor.
The thing that we really wanted to do was make it so that you didn’t feel like someone had an advantage over you because they’ve played longer in this type of PvP. We wanted to make it so that you felt like, hey I have the exact same chance because it’s going to be skill-based. But we wanted to give people something that they could work towards, so that’s where we’ve got the cosmetic stuff, and there are titles or achievements that people can earn in PvP as well.
Even though skills might be named the same, they will be different fro PVE and PVP, no more nerfing PVE skills for the sake of PVP. This allows Anet to Balance matters better.
Also the fact that there is no special armor or X stat that is a requirement for players to grind to, to actually be "successful" at PVP. You actually show of your skill by the armor earning the cosmetic armor, not because you have a Stat Advantage.
What an amazing concept.
Eric Flannum posted:
The same thing goes for things like dungeons and personal story. We’ve talked a little bit about our endgame philosophy of we don’t think you should get to max level and then suddenly be forced to play a different game. So if you didn’t like doing dungeons, and you really, really liked just being in the open world and exploring, or crafting, we don’t want to force you into doing dungeons when you get to max level. Because then we’re kind of bait-and-switching you. We’d be saying hey you played this game, and did you enjoy it? Well guess what, now you have to play ‘this’ instead.
And thus the reason all of sudden you are beginning to see Subs drop in WoW.
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Looking Forward to Guild Wars 2 and serving crow.
Currenlty Writing: The Web of Life.