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Reader Comments (32)

Posted: May 19th 2010 5:17PM Arkanaloth said

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wow.. sounds incredible..

Posted: May 19th 2010 5:39PM Dumac said

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Yeah. I hope it turns out as good as it sounds because i for one will not miss traditional quests one bit.
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Posted: May 20th 2010 10:13AM Valdamar said

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I agree with both of you - it sounds incredible and I too won't miss dull static quests.

I've been waiting for dynamic questing like this for a long time.

I have a feeling that this will be the most important innovation in the MMO industry in at least the past five years - maybe ever!
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Posted: May 19th 2010 5:32PM aurickle said

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I've said for years the cyclic quests made more sense than the current static system. In fact, I remember suggesting to friends that Southshore in WoW would have been so much cooler and more dynamic if the Huecular's Remains (or however it's spelled) quest line was done so that Tarren Mill had a quest line to resurrect him, after which he'd be available as a quest giver in Tarren Mill. Meanwhile Hillsbrad would counter with a quest line to kill and bury him again.

Apply that same principle to an entire game world and you get... Guild Wars 2! :)

It's so nice to see a studio that is truly pushing the envelope and trying to advance the genre. The info that has come out about this game recently has moved it to #1 on my Most Anticipated list. As someone who's a 10 years plus fan of BioWare, that is saying something.

Posted: May 19th 2010 5:43PM Dranaerys said

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Wow. It seems so simple and logical... whats amazing to me is nobody else came up with these game-changing ideas since everquest and WoW... I guess devs were too busy trying to copy wow than improve on a formula thats stale by now.

All the best of luck to ArenaNEt, thats a mammoth undertaking, but you have my preorder, thats for sure. I like what I hear.

Posted: May 19th 2010 8:13PM (Unverified) said

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To be fair, why *wouldn't* people just try to copy WoW and improve on it? Classic WoW was essentially EQ1 + a few things from WC3 + a few other minor improvements.
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Posted: May 19th 2010 5:45PM (Unverified) said

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After reading and learning about the dynamic events system over the last couple weeks, I have to say GW2 came out of "Didn't play the first one, don't care about the second one" to top of my list for anticipated MMOs.

I know everyone promises hype and they sometimes (read usually) fail to deliver, but the system that ArenaNet is putting in place just sounds really solid, and like it might actually work.

While I am still very much looking forward to SWTOR, GW2 screams Massively Multiplayer while SWTOR still seems like a very deep co-op RPG. Time will tell.

Posted: May 19th 2010 5:54PM Zantom said

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GW2 is moving up in my list as details unfold. Good work devs!

Posted: May 19th 2010 5:56PM TheJackman said

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More talk and no action.... give me some video showing how it work ingame not a wall of text!

Posted: May 19th 2010 6:01PM Minofan said

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More goodness to heap upon the mounds of goodness already revealed. ^_^

GW2 is top of my interest list too, quite securely.

Posted: May 19th 2010 6:08PM Sunlover said

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Grats, Arenanet. With this news and the amazing video of the elementalist in action, and the older videos showcasing the races of Tyria and all the awesome voice acting, my interest in Guild Wars 2 has just surpassed my interest in Cataclysm, Final Fantasy XIV, and The Old Republic.

Bravo!

Posted: May 19th 2010 6:20PM (Unverified) said

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What if you take part in section of the event, leave and eventually the event finishes. Do you get anything?

Posted: May 19th 2010 6:43PM Dumac said

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Don't know but the article mentions Karma as a reward, since it sounds like a resource rather than a reward, maybe you'd get your fair share and move on, that would seem logical. I'm of course speculating, i have no idea.
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Posted: May 19th 2010 6:23PM Kalex716 said

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Without features that make a game more community driven, and promotes emergent content, and the tools for person to person interactions / drama / conflict, you'll never have a world that "feels" real or "feels" like you can really "impact" it.

You either REALLY DO impact it, or you don't. If the weekly/nightly server/zone resets, set the region back to scheme 1. It's all just illusory, and themepark-ish. I don't care if you're talking about the way things are now (where one quest, is always the same 24/7), compared to a new style where their might be 3 or 4 archetypes of completion and quest content based on that, its going to feel fake after enough exposure to it all the same.

That being said, anyone who does away with the "exclamation" mark over the head style quests is doing things okay in my book. Props to them for doing that much!

Posted: May 19th 2010 6:47PM aurickle said

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Looking at this system logically and what has been said about it, I think it's clear that each event is broken into a series of stages or states. These events normally cycle in a full circle so that the last state is also the first, but it's possible for player action to interrupt the cycle and hold it at a certain point. Or in other cases it may be player action that advances the states.

Regardless, the current state of each event would naturally be stored in a database the same way that your character's inventory or skills progression is. When the server restarts, it may not remember the exact location of every single NPC but it will certainly remember the current state of all events. From there the event would progress as if that state had just been triggered.

Of course, it's also possible that the system will track the current locations of every NPC, in which case the server restart would put things back to the exact way they had been prior to the restart.

Regardless, it will be no different from your inventory or skills. These do not roll you back to empty and level 1 when the server restarts, so why should the event system?
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Posted: May 19th 2010 7:15PM Kalex716 said

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My point wasn't too concerned about if server tech resets the zones or not ultimately. It was just my way of illustrating the way the "man behind the curtain" can be revealed. He can also show up by just playing through that zone enough, and once you've come to see and know each of the states they allow things to generate from it becomes just as redundant, predictable, stale, and themepark as a one state zone really. At the end of the set, the flag in the middle is either White, or Black, it can never all the sudden show up Blue one day due to content creation limitations.
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Posted: May 19th 2010 8:58PM dboobis said

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I think you're underestimating the scope of this system. Each zone will probably have tens if not hundreds of separate but interacting cycles. Every single one of these cycles can be at any point at any time, meaning the chances of you seeing everything there is to see are remote.

Say for example there are 4 cycles, each with 4 stages. Potential "snapshots" of the zone are 1111, 1112, 1113, 1114, 1121, 1122, 1123, 1124, 1131, 1132, 1133, 1134, 1141, 1142, 1143, 1144, 1211, 1212, 1213, 1214, 1221, 1222, 1223, 1224, 1231, 1232, 1233, 1234, 1241, 1242...you see where I'm going with this. If the system works like they are saying it will, I seriously doubt there's much chance of the illusion being broken any time soon.
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Posted: May 19th 2010 6:29PM Xtofer said

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This doesn't sound unlike phasing in WoW that was introduced with WoTLK. I could be wrong, but it sounds quite similar. Not the same, but close.

Posted: May 19th 2010 6:46PM (Unverified) said

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Phasing changes the world for you and others that have completed a quest.

This changes the world for everyone even if they did not participate.

This is much harder to do and has been shied away from by every studio including blizzard.
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Posted: May 19th 2010 8:29PM (Unverified) said

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To use an analogy: ArenaNet hasn't beaten card-counting, they've just added an extra deck of cards to the blackjack table.

Thing is, when casinos tried to beat card-counting, it didn't really work. If you add multiple decks, it takes longer for a card counter to "read" the deck, but then they can win just as big. If you shuffle the decks most often to screw up their count, then you end up stopping the game and people who aren't card-counting get frustrated or bored and leave.

So, this might be cool, or this might be like spending a half-hour at your favorite table because the "real" game can't get started yet.

But this is probably the first step on the way to a real evolving game world powered by a system that's producing new procedurally-generated content behind the scenes (you defeat the centaur tribe leader, so the tribe fragments, spreads out, starts new settlements, provokes a war with another tribe of monsters up in the mountains, the monster-war starts a forest-fire that causes a rain of ash, which poisons the land, which awakes a mass of undead, etc etc.

Sort of like the backstory to Dwarf Fortress, but evolving, and affected by player action.

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