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Reader Comments (32)

Posted: May 19th 2010 8:46PM Durinthal said

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Finally. This has been one of the things I've wanted to see the most in any MMOG.

Posted: May 19th 2010 8:59PM (Unverified) said

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I tend to agree with Kalex above. When I first heard of the dynamic event system, I was really stoked. Then I read the follow-up, and I am pretty disheartened.

What I want is to go on a truly unique quest chain. When I kill a boss, I want it to stay dead -- forever. At some point after it's dead, spawn a new boss in a semi-random fashion; one that has basically the same purpose, but with tweaks to its powers and goals. And give it a new name. That shouldn't be too hard, and would at least make me feel like I made a difference. I killed the dreadlord Maldian, and he will never return to this land. Okay, so the dreadlord Muraxes takes his place not long afterward... that's fine. At least I feel like I've actually accomplished something.

And, if you're feeling really ambitious, make the AI such that NPCs react to the world around them -- both PC activities, and that of other NPCs. The new orcish tribe leader decides he wants to expand South instead of North, as the last one did. South lies the kingdom of the undead, and now we have orcs fighting undead, which the player characters can use to their advantage... or might spawn all new missions, like players being able to choose to help one side or the other.

Posted: May 19th 2010 11:12PM Valdur said

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That's what I've been looking for too but I must say cudos to ArenaNet for pushing the system/mechanic this far as no one before them have had the guts to do so.

I agree with you that it would have been more interesting that the new Boss is more powerful and make other choices than it's predecessor and it would have also been interesting if it was not the same class.
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Posted: May 20th 2010 4:45AM (Unverified) said

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What you talking about is the next gen MMORPG's. You would need a live dev team on 24/7 to add new content EVERYTIME a boss dies. There are thousands of bosses in a persistant world. It would be awesome, and it would be possible, but the resources required are far too high. Think of all the bosses, on all the maps, on all the lands, on all the servers, on all the different country servers.

However, if you read the recent interview, they talk about the "personal story." That is a story that you do have a HUGE impact on. Like a really big impact, as in you might lose family members, people may fall in love with you, and then they could die if you aren't careful. Just keep an eye out, next article is about the "personal story." :D
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Posted: May 19th 2010 9:24PM Wisdomandlore said

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And it doesn't have a subscription fee! GW1 was a decent diversion that lost it's charm for me, but the sequel sounds like the shot of innovation the genre has desperately needed. It's quickly jumped over KOTOR, FFXIV, and Rift to become the MMO I'm looking forward to the most.

Posted: May 20th 2010 12:46AM (Unverified) said

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If only ArenaNet wasn't associated with NCsoft.

Posted: May 20th 2010 5:34AM (Unverified) said

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looks good

Posted: May 20th 2010 8:40AM bate said

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"According to Colin, rewards come in the form of XP, gold, and karma that can be traded with merchants -- an extremely clever way of eliminating loot grinding and bickering. "

This part alone is reason to play GW2.

Posted: May 20th 2010 9:46AM (Unverified) said

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@Goonja: Yeah, I do realize that this is one step forward. I'm just a little jaded because I thought it was going to be such a bigger step, from the initial post about it. :)

@BlahTeeb: You're right, that is next-gen MMOs. And what I'm trying to say is you wouldn't need such a live dev team. You make the system automatically create the new boss, zero human intervention required. And yeah, the personal story is definitely cool; some other upcoming MMOs are implementing that too. I guess I'm just impatient to see an MMO (other than EVE) where the actions of players can have a permanent, real impact on the game world. A living, breathing world to play in.

Posted: May 20th 2010 12:25PM ZenJitsu said

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This is a lot more than one step forward; it leaves traditional MMO design in the rear view mirror.

What people ultimately want is that personalized story, but you have to remember that in an MMOG, everyone is the hero. They haven't even managed to pull off a dynamically changing world in SINGLE player games yet; even Bioware's games are 'phased' states that change based on your actions -- but they're not dynamic. If you reload a save game, the world will progress in the same states if you go to the same place.

Some games have toyed with giving players impact, such as creating their own towns/forts (AoC and Darkfall, I believe) or Tabula Rasa's attacks on outposts, but it seems like the tech is not quite there yet. Heck, I'm just happy that games like Fallout/Oblivion or Gothic have NPCs that have their own schedules and do their own thing.

The fact that GW2 has events that occur whether you're involved or not is the best thing we have coming up that even comes close to full dynamicism. Just because they haven't hit it doesn't mean they haven't made huge strides compared to other games.

Assuming they can pull it off (jaded gamer disclaimer).
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Posted: May 20th 2010 1:17PM (Unverified) said

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@ Mike

For example, if you kill a Centaur chieftain, the Centaurs will eventually elect a new one and restart the events.

Doesn't that sound like they'd get a new chieftain if you killed the old one?
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Posted: May 20th 2010 11:14AM Damn Dirty Ape said

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Kind of reminds me of the Bane base attacks that were in Tabula Rasa (imo one of the best features of that game from my short time playing it) with a dash of Warhammer's public quest system thrown in.

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