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Reader Comments (21)

Posted: Mar 19th 2012 6:45PM Lenn said

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Awesome read. Sounds really clever. I can't wait to experience it.

Posted: Mar 19th 2012 6:48PM Ehra said

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"“What if my friend made a choice I don’t agree with,” you ask? Well, you can always opt out of sharing progress, go back into your own version of that story step, and complete it how you want. That way, you can actually experience all of the story splits with a single character, while keeping your own personal progression the way you want it."

I really like this approach, as opposed to what I've heard about TOR where everyone makes their choice during conversation and the game randomly picks one that the whole group has to go with.

Posted: Mar 19th 2012 7:32PM Eamil said

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@Ehra This is true of regular quests, but it's actually not possible to do your class storyline quests with someone else of the same class and share progress like that at all - by default when you enter a class instance, if you're grouped with another person of your class, you each get separate instances. If he has that option turned off, he'll join your instance, but won't make any progress on his quest.
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Posted: Mar 19th 2012 7:36PM Eamil said

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@Eamil

Sorry, I just realized my post is completely off-topic. I meant to add a bit at the end about how I find the way they handle it pretty awkward for questing in groups and I prefer the way GW2 is planning to do it.
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Posted: Mar 19th 2012 7:43PM Oskiee said

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@Ehra

Actually, that only happens in a flash point, not during personal story.
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Posted: Mar 20th 2012 2:52AM Shig said

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@Ehra
I agree, I only played the ToR beta, but that was one of the features that really put me off. You didn't get any 'negative effects' if they chose an option that opposed your alignment, but it certainly made the entire experience seem ridiculous.

I'll be eager to see if it plays out as smoothly ingame.
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Posted: Mar 20th 2012 3:16PM Space Cobra said

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@Oskiee

Negatory!

This happens in shared quests, too! I should know, I went through it! I was paired with a bit of a "jerk" (he "Needed" everything) and I didn't care too much, since I was a bit over-leveled for the area and just wanted some help to go through the area so I could find more level-appropriate stuff.

So, while it got on my nerves him "Needing" everything, we got to the Story; I think it's Nar Shadda/Empire side. A Sith lady at the Starport hires you and you can either choose to blow up a shuttle (and make martyrs out of the victims for the Republic and get Dark Points) or save it. I chose "Save" and I lost the roll; the shuttle gets blown. I eventually log off and come on another night to turn in the quest. The Sith lady is chewing my character out for a decision he did NOT choose (and my partner was a Juggernaut). I wrote to Bioware afterwards in-game and the response was that is how it worked.

So, if any future plotlines come up (are made) with that in mind, my character faces being blamed with a decision he did not choose. Normally I am "chill" about such things but the in-game chewing out just hit a nerve with me, especially since it topped off a less-than-stellar night.
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Posted: Mar 19th 2012 7:10PM Mikx said

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I approve of anything hammock related. Now we just need that golem butler to dote on you and bring you lemonade.

Posted: Mar 19th 2012 8:29PM Yoh said

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It's always fun to look under the hood and see the nuts and bolts of the operation. It's interesting to see how they go about things, always looking to make the experience better.

Take note industry, this is how you run a MMO development company.

Posted: Mar 19th 2012 8:44PM (Unverified) said

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Admittedly I haven't read up on much regarding the personal story lines.
Part of me is paranoid of the storylines having a "right" way to do them , and a wrong way (or paths with more enriching story, vs a quick unsatisfying conclusion). I'll have to try and find more info I suppose, or just wait if there is none. :P

I just hope my choices don't have chances of leaving me high and dry on additional story paths/rewards... I'd hate to be forced to complete storytelling in certain ways in order to min / max vs being immersed and picking options that reflect my own personality.

For example: I'd like to have a rich upbringing (think I recall something about that) however, many games give better rewards to those that pick a path of poverty and piety. Sometimes some games can leave you feeling like you just had to fake all the answers to obvious questions on a job application. (ie: You know what they're looking for, so you answer according to what you think they expect, instead of saying what you'd really like to say.)

TL;DR: I hope there's no way to screw up the personal story by being honest. :P

Posted: Mar 19th 2012 9:06PM Ehra said

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@(Unverified)

I recall reading that the "rewards" you get from making one choice or the other will be more RP/story based rather than something like "if you choose one path you get this ring and if you choose the other option you get this sword." They don't want you to feel like your character is worse off for choosing B instead of A.

A common example form Anet is deciding to save a burning orphanage or go save your best friend from bandits or whatever. If you choose the orphanage then obviously the orphanage gets saved, but your best friend dies forever and won't be around in your "home instance" anymore. If you choose to save your friend then the orphanage is gone from your "home instance" forever.

Maybe one gets you a little flower you can carry around or a note you can read. But it isn't something that affects your character's combat performance.
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Posted: Mar 20th 2012 7:38AM wahahabuh said

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@(Unverified) personal story is not going to affect min-maxing since there is no gear treadmill
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Posted: Mar 19th 2012 8:46PM aurickle said

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"According to the blog, the choices players make start during character creation and continue from there, resulting in 30 potential story paths just through the starter region alone."

Actually, it's starter regions; not region. I realize it sounds like I'm being incredibly nitpicky, but in this case that one little letter totally changes the interpretation of the sentence! When I first read what you wrote, I thought that every character has 30 potential endings just to the starter area. In fact, upon reading the article it turns out that every character has 6 potential endings due to the fact that there are 5 races and 5 starter areas

Posted: Mar 19th 2012 10:52PM Graill440 said

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SWTOR tried this and failed. The supposed storyline consequences were nothing, they were scripted choices that affected no one except a strict single player line of locked in actions. These choices did nothing in influencing the game in anyway and everyone was dumped into the same ending areas, what is GW2 doing differently?

So it has 30 splits, how is this going to affect a fellow player? The game means absolutely nothing in regards to what you experience if in the end, all the players end up being dumped in the same city (or other start area), with slightly different equipment or a couple differing contacts.

from what you folks state if i go into the many different choices, in the end i may or may not be compatible with other groups or will need to find some npc's or players to interact with, if not, why the splits, again, what would be the reasoning or for that matter, the reason?

Posted: Mar 19th 2012 11:26PM Ehra said

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@Graill440


It's called a "Personal Story." I'll give you one guess what the reason for doing that type of content is.
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Posted: Mar 20th 2012 4:11AM Snowblind said

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@Graill440 Unlike TOR, the whole game doesn't revolve around these story missions. Dynamic events affect the world as a whole and dungeons are for serious group play. The personal story missions are to give your character a bit more life and an individual story, they only affect your own personal instances, like your home in your starting region.
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Posted: Mar 20th 2012 4:18AM Bolongo said

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@Graill440

I guess you're going to be disappointed then, because every story's ending is in some way going to relate to Destiny's Edge getting back together and finishing their job.

Unlike you, I don't believe the journey is invalidated by its endpoint, though.
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Posted: Mar 20th 2012 7:45AM wahahabuh said

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@Graill440 your personal story is not meant to influence the game except for your home instance. You affect the world by doing DEs, which can cause persistent (but not permanent) effects on the world. As for the destination, we don't know whether or not the final destination story-wise will be the same. But the final destination location-wise will likely be the same.
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Posted: Mar 20th 2012 3:22PM Space Cobra said

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@Bolongo @others

I am not completely "sold" as to how GW2 will be "different" in this than other MMOs, like SWTOR. I see, as with SWTOR, players getting hyped that it might be different, but they may (or may not) be disappointed by the actual way it is handled in game ("I see the man behind the curtain" type of thing).

I mean, I am open either way and look forward to how they exactly handle it and how it will feel, but I can take a guess. Even so, I am willing to be open-minded about it. And really, I don't mind how TOR did it, so personally, I probably won't mind if it's better/worse/same in GW2, too. I mean, at least they are putting the effort into showing/giving a story one can playthrough and enjoy IMO.
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Posted: Mar 20th 2012 7:58AM Morioch said

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The purpose of having different paths through a personal story is for replay value, not some grand unique resolution at the end.

The personal stories are just another avenue for having fun in a game, that is something for your character and you alone to decide.

Does it have to impact other players, the end of the game, anything else other than being entertaining - to have value?
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