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Reader Comments (40)

Posted: May 12th 2010 1:54PM (Unverified) said

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All i got to say is fing epic I'm really liking how the world changes and the quest system D:

Posted: May 12th 2010 1:59PM mode7overworld said

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Sounds great. Make the combat less boring than the original and you got yourselves another sale, ArenaNet.

Posted: May 12th 2010 2:01PM Minofan said

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/Drool...

Posted: May 12th 2010 2:06PM drunkenpandaren said

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They are essentially taking the PQ system from Warhammer and making it 100 times better then it already is. Which is great seeing how more mmos should have PQs.

Posted: May 12th 2010 2:16PM Valdur said

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Sounds interesting indeed.

Posted: May 12th 2010 2:17PM (Unverified) said

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Sweet, if they can pull this stuff off then Guild Wars 2 could be incredible.

Posted: May 12th 2010 2:21PM (Unverified) said

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the death of WoW is here.

Posted: May 12th 2010 2:18PM jealouspirate said

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It really does look amazing. I love their ideas and apparent philosophy behind what they what their game to be.

If they can actually pull it off, I will happily buy & play this game.

Posted: May 12th 2010 2:33PM Arkanaloth said

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I've been looking forward to GW 2 since it was announced ages ago.. the stream of news has been both curious (no heroes, 10 skill slots?) and awesome, such as this bit of information. If they can actually pull it off I'll be incredibly impressed.

Posted: May 12th 2010 2:43PM arnavdesai said

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Nerd boner on reading this information is all I can say. Stuff sounds so cool.

Posted: May 12th 2010 2:43PM DancingTaco said

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It sounds amazing, what can the drawbacks possibly be? Limited gameworlds? I wonder how big the actual world is.. May end up giving this a try depending on reviews and feedback from testers..

Posted: May 12th 2010 2:44PM aurickle said

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It's great to see a studio that is actively trying to advance the genre rather than simply repackaging what has already been done.

GW2 has moved up to become the MMO I'm anticipating most.

Posted: May 12th 2010 2:45PM Birk said

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Ah yes, that sounds fantastic! My only gripe is that this has been promised many, many times before; dynamic results to quests, making them feel immersive rather than contrived, pointless, and an excuse for a grind. If I remember correctly, I read an article in PC gamer with the WoW team during open beta, and the impact of your questing on the world was toted as an important part of game immersion.

Lets face it, unless you are playing a sandbox MMO (Ultimately, none have really implemented their core ideologies well enough to not benefit from a little questing), quests are part-and-parcel of the entire experience.

I have seen many threads in the past months, here and on MMORPG about how questing kills MMOs. No, I dont think that that is accurate at all. NPCs give life to a world; when their plights are genuinely interesting, killing fifteen rats for them takes on a new meaning. When you are playing a so-called themepark MMO (which, by the way, is a term I hate), the only way to immerse someone in the game and get them involved in the lore is to present it to them in a fashion that makes them feel as if they have a hand in the setting.

Every MMO tries to do this, but few succeed. All too often, we click past the relevant text, hit ACCEPT, kill the mobs, and get the loot/XP. This distillation is innate because there is really no incentive to know what you are doing or why. Whether you agree with the quest, feel empathy for the character, or hate his guts...at the end of the day you are going to be eating rat blood for breakfast.

How many people ignore quest text in say, Dragon Age? Or KoTOR? Well, you really cant, given the fact that you have dynamic options to how you go about completing the quest. Whether you give the bandit some food, report him to the guard, kill him outright, or walk away unimpeded...well, you have to make a decision. In most modern MMOs, there are very few avenues to explore beyond Accepting the quest and Completing the objective.

I mean, was anyone around when WoTLK launched, and everyone was busy asking where quest objectives were in general? Where is my cosmic rift!? Where is the dragon lords necklace?! It was all a minor annoyance; reading through the quest is merely an exercise in deciphering where you have to go, if they havent painted a giant arrow on your minimap pushing you along in the right way.

After 1000+ quests, if there is no real point to reading the quest, the NPC just becomes a placeholder for a vending machine that dispenses its bounty in exchange for boar testicles.

So...to the point:

Quests arent what are wrong with MMOs. Bad storytelling is. Tell a good story, and give CHOICE....well, that is a fantastic step in the right direction as far as immersing your players.

If GW:2 isnt just blowing smoke up our collective asses, then we are in for a treat!

Posted: May 12th 2010 2:45PM (Unverified) said

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Wow... If this works out, it might finally break the eternal quest log systems that all MMOs seem to have nowadays. Nothing wrong with a few good quests, but a dynamic event system is that much more interesting.

Posted: May 12th 2010 2:46PM mifuneseven said

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This is what I have been looking for in an MMO. If they can make this happen they will have at least one loyal customer.

Posted: May 12th 2010 2:49PM Wisdomandlore said

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GW2 sounds like the game I've been wanting for several years now.

Posted: May 12th 2010 3:09PM (Unverified) said

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I love the ideas, but I'm really worried about a lot of it. It's not the first time we've seen lofty goals and ideas presented before the game is out. For that reason I can't get excited (though I want to be!).

My question is, say I'm a new player coming into the game two years after this dynamic world has evolved. Where does it put me? Am I on "Event Track A" and my friends who have been playing for 2 years in "Event Track Z"? Do I go directly to Z having missed out on all the great stuff A-Y and only get to hear how great it was when "the dragon destroyed the city, but we got the revenge". Well I didn't because I was taking a vacation for a week and missed all that...

I love the theories and would love to know more details, and finally see it in practice. Until then I'm glass half empty.

Posted: May 12th 2010 4:11PM arnavdesai said

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I think you are thinking too linearly, there is no Z or A stage of the event, its one of few possibilities. When you come in two years later, your friend when passing through that area of the game might have expressed basically Humans ruling that part of the map, a few days later it could be the Heket, that is just the large overview, there are even subplots possible, for instance, humans might rule 1/3 which in turn could mean main city is still under the Heket which in turn means no human merchants in that part of the map. So when your friend does come through that area again they will experience it along with you, of course he or she could have experienced the phase exactly as you are doing but that is unlikely.
I believe most events will be like a see-saw with lots of tiny variations in the middle varying between two great events. For instance, a great demon is captured and imprisoned or let loose on the inhabitants of an area. Now if free how exactly he sets about wreaking havoc would depend on the players in the area & if imprisoned things would be a lot smoother except if some other player comes in and lets the demon loose starting the cycle. There will not be complete sandbox but game will be more dynamic IMO.
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Posted: May 12th 2010 11:42PM WarnerYoung said

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paraLogiki, exactly! That's what I'm wondering about this system, too. Sure, maybe it won't matter if I miss out on some events that my friends have gone through, but there's also supposed to be an overarching storyline to the game. I would think there will be some quests (or something similar to a quest) that are linked to the main story. If my friends have gotten further along in the story, and then I join them, do I end up skipping the early story? Or do I have to do the early stuff first before I can join up with my friends?

Or, let's say I get a group of friends together, and we decide to play this coming weekend. What will we be playing? Do we even know ahead of time? Can we set any goals at all? Or will we basically be playing some random thing based on what other players have done?

What if some Major Event has just happened? Do we miss it? Will players with odd schedules (for example, only playing during the day, or only on weekdays) miss out on most things, because fewer players are playing?

It's an ambitious goal, and if they pull it off successfully, it can certainly make a very different and interesting game. But I have a lot of questions about it, and what I've read so far fills me with foreboding more than excitement.
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Posted: May 13th 2010 5:00AM Agar said

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I think what they are trying to do is make each area a huge playground, you jump in and have fun. There is always going to be your personal story which goes from A to Z with many paths to choose from but dynamic events will be more like fun parks with exp gold and loot. So if you miss one who cares! There is going to be another one nearby or the evolution of the previous one waiting for you to evolve it even more. Also they might add a dynamic event title like take part in *add number* events to get the title
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