This sounds awesome and if they do it I will be happy.
But I still remember Warhammer promising how fresh and new its quests would be, and I got another turd instead.
Well, that is true. Funny enough I read the first promises about WAR just after an article about GW2. WAR promised a lot of same things like a dynamic world (yeah, they said that) and intelligent quests.
WARs problem was that Mythic just released the game with just a small part of the content and a badly working game. They also took an existing IP and totally screwed it over, any Warhammer fan can tell you that.
The real difference here is between Mythic and Arenanet. Already DaoC did have a lot of issues at release and when the expansions came out. I never even seen a bug in GW. So I always had higher hopes of GW that has been in development a long time now. I believe Anet will release the game when it is done, Mythic did it when EA said they should to get some cash.
Mythic did get a lot o cash from the start but they lost a lot more in the long run.
Still, it is better not to imagine that this game will be perfect, nothing really is (except Shirley Manson, the girl who sings in Garbage). But I think it will be a fun game, unlike Mythic Anet tries to make something different. And it is great to get a AAA MMO without the old holy trio of tank, spank and heal.
At least one thing that we know about ANet is that they've grown very careful about what the devs and CR say in interviews and on fansite forums. Very rarely will they say anything as specific as what we're seeing in the interviews and on the official site today without trusting in themselves that they'll accomplish whatever the topic is. This leads me to believe that they're very confident in this system they're describing and I'll trust that they'll make it work.
they have always been carefull !they designed gw1 on low system back then and tested it on those to make sure it would run smooth!best idea they ever had it always ran smooth!some might feel they are more carefull but arenanet as always been that way.it just feel more that way now because this is their child!unlike the other they are responsable (aion)witch they have very limited control compared to guilld wars2!
GW1 was terrible. i bought it because i had heard so much hype, but something about the game just makes it so unapealing to me. it's really just an MMORPG style RPG because you're almost always playing alone. they put so much into the story, but that doesn't make questing fun. it still consists of "kill this mob/boss", "talk to him", "go there" and "raid that dungeon". unless you spend the time to read all the text, it's no diferent then any of MMORPG. the PVP may be good, but it couldn't keep my interest past lvl 6, so i never got to try it.
Once upon a time, when GW1 was released, ArenaNet put in a small "revolution" into MMORPGs because of
(a) best graphics up to that date - and, as said before, runs even on the "crappiest" machines. My first PC to run it on was an athlon-xp with a gforce-4 card!
(b) game's player-mechanic - no more levelgrinding, no more armor-grinding. the only thing to do is play, do quests, and earn xp for skill points to buy your skills. My best character has all skills bought (and I mean all. even for dumbass class-combinations like mesmer-warrior) and I still have skill points left ^.^
(c) the game's skills mechanic - you can have them all, but you can only change the skills in your skillbar (that has 8 places) inside towns/outpsts. Outside there, you have to deal with what you chose ^.^
If everything works the way ANet wants it to, there will be another revolution (or maybe more than one) - skill-combination-effects as the elementalist's example showed and event/quest chains that show up as environment-changing... If it works this will be a BIG BANG. And I really really hope that it works.
Still other events could be entirely random, such as events tied to the game's weather system.
"A giant lightning storm could form over the map, and lightning bolts could start shooting down, creating lightning elementals all over the place," Johanson says. "Lightning elementals that cause events that chain out from that, as elementals spread out across the map and start to cause havoc."
That actually has me wondering if the comparison to the public quest system is accurate... this actually makes it sound more like an objective based AI with some elements of the L4D director AI thrown in.
If it is entirely AI based, rather than scripted, then this system actually could genuinely be infinitely dynamic.
You know, i never really paid much attention to GW in the past, just too many other games around and never got around to trying GW, but everything i see has me wanting GW2 so bad, that i decided to give GW1 a shot and all i can say is if they did as good of a job with GW2 as they did with GW1, and all of these unique features theyre adding in actually work out properly, this is going to be my game for a long long time. This just sounds like too much fun to pass up.
Still other events could be entirely random, such as events tied to the game's weather system.
"A giant lightning storm could form over the map, and lightning bolts could start shooting down, creating lightning elementals all over the place," Johanson says. "Lightning elementals that cause events that chain out from that, as elementals spread out across the map and start to cause havoc."
That actually has me wondering if the comparison to the public quest system is accurate... this actually makes it sound more like an objective based AI with some elements of the L4D director AI thrown in.
If it is entirely AI based, rather than scripted, then this system actually could genuinely be infinitely dynamic.
That's an interesting point you bring up. I play Left4Dead2 and the AI director can by quite brutal sometimes. Imagine MMO's with an AI director being the only thing that directs how the game flows? It gives me chills (excited) to think of the all the possibilities.
~~Internet gaming is not for the faint of heart or the dumb of mind.~~
They could really get an endless amount of possibilities if not only players will define the flow, but other NPC factions can interfere, not to mention unpredictable factors like a player releasing some curse or the weather. These things interactions will add up to a ridiculous amount of possibilities, pretty much like the number of skill combinations one can employ in GW.
I'd love if they kept updating the system with fresh new sets of possibilities as time passes though, it might be me being just too skeptical to believe we'll be having always a "fresh" feeling.
As someone pointed out, if each shard will look very different from each other, they've already made a huge improvement to the MMO genre, where shards (what they call servers) won't be just different players, but different world states.
Another thing they might want to make is add a very steep curve into the absolute victories, pretty much like the Alliance Battle and territorial control (Kurzicks vs Luxons) system, they say one faction can theorically win the war, but as you get closer to the capitals the areas for battle become much and much harder for the invading side to win, if I remember correctly. Will be interesting if they keep a number of these event possibilities under a more and more challenging difficulty, as it would be taking out pushing the battle from this Dredge outpost to the Dredge capital itself.
Anyway, we still have much speculation going on, they've merely defined some broad concepts, very ambitious though, but without the specifics we can't pretty much say it is or it is not possible, they're the ones with the developer tools
I haven't really felt this much hype since GW1, hype which fortunately was fulfilled at that time.
" Colin goes on to describe how quests are flawed, in that if you are sent out on a quest to kill 10 Ogres who are supposedly going to destroy an NPC's home, you'd typically just find these Ogres "standing around in a field picking daises," basically just waiting for you to kill them at the quest's marked location. This won't be the case in Guild Wars 2 due to the dynamic events system. Instead, if an NPC tells you Ogres are coming to level his house -- you'd better believe it!
The dynamic events system isn't simply a different conduit to deliver storyline and quest to players, according to Colin it also gives players the potential to have a lasting impact on the game world, something not often found in most MMOs:
A single player decision can cascade across a zone, changing the direction of a chain of events until they dramatically alter the content played by players in a map. "
A
M
A
Z
I
N
G.
Developpers are finally delivering what's been asked for for quite some time now. A.Net, guide us out of this fog that's persisted for so long!
That is exactly right, and we're not saying NO to save WoW, because it is already a lost cause. We are saying NO to dissuade the next group of greedy suits who decide to emulate Blizzard and Cryptic, etc. We can prevent some of the future games from spewing this crap, but the sooner we start saying no, the better the results will be. So - Stand up, pull up your pants, and walk away. - MMO_Doubter
Well, I don't know if it is how they will do it, but one way of doing it is implementing quest chains, where you have for example a main line from quest A to K: if the players are doing nothing, then the game will slowly progress towards point K, where it'll settle in sort of an end state. If players start fighting back along that main line, they could be able to push the main line back to the environment state of chain point A. Every stop along that quest main line will have the area in a different setup, at one end the village where you'd usually resupply has been raided and has to be conquered back, at the other end you have slain the tribe of orcs and chased them out of their village.
You could have several of such quest chains in an area, with some maybe only getting unlocked when the area is in a certain state (orc village is slain, suddenly bandits are making the area where orcs wandered around unsafe, while in the former orc village, orcs are pouring in again, but with very strong brethren)
Which again sounds a whole lot like WAR, not in an intended way I'm sure. As I'm referring to the constant over and over zerg in T1. While what's going on around you is dynamic (it does sound similar to PQ's) well seemingly. I just don't know exactly how fun it will be, I guess it depends on AI and difficulty. Still while slaying dragons and saving villages sounds fun and exciting. How much it effects the village/world isn't nearly as important as how it's executed and tied into the combat mechanics of the game. How can tanks, Sins etc.. attack a flying dragon? If siege equipment balista etc.. are available, it could be quite interesting.
I just don't want to be shooting magic missle's as a melee fighter. Of course there could be another route to take in specialized roles. Tanks and other melee have ground objectives, putting out fires, saving villagers etc.. While ranged take on the dragon. Melee can finish it off after it's robbed of flight.
I'm definitely a little more interested in GW2 after this.. that's for sure.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Which again sounds a whole lot like WAR, not in an intended way I'm sure. As I'm referring to the constant over and over zerg in T1. While what's going on around you is dynamic (it does sound similar to PQ's) well seemingly. I just don't know exactly how fun it will be, I guess it depends on AI and difficulty. Still while slaying dragons and saving villages sounds fun and exciting. How much it effects the village/world isn't nearly as important as how it's executed and tied into the combat mechanics of the game. How can tanks, Sins etc.. attack a flying dragon? If siege equipment balista etc.. are available, it could be quite interesting.
I just don't want to be shooting magic missle's as a melee fighter. Of course there could be another route to take in specialized roles. Tanks and other melee have ground objectives, putting out fires, saving villagers etc.. While ranged take on the dragon. Melee can finish it off after it's robbed of flight.
I'm definitely a little more interested in GW2 after this.. that's for sure.
I think if the PQ comparison has to be made then it might be better to consider the entire game world as one gigantic public quest. The interviews someone posted above stated that they're cyclical in that the progress of the events are designed so that they ultimately can end up back where they started, there are no beginning or end points. By the sounds of it some of the sequences can last days as well...
Also since any given location will be affected by multiple events in the vicinity it will be very rare to see a given location in the same state very often; each of those events would have to be at the exact same stage of the exact same branch all at the same time. If this works out as they intend then, despite the mechanics being similar to PQs, the actual player experience will be very different as the chances of ever encountering the same situation more than once are low.
As for how different classes will deal with the tasks... I'm sure they've considered that. With regards to the melee/ranged thing I expect all classes will have both. They've made a point of making the classes entirely self-sufficient this time around so they should all have a bit of everything.
I think if the PQ comparison has to be made then it might be better to consider the entire game world as one gigantic public quest. The interviews someone posted above stated that they're cyclical in that the progress of the events are designed so that they ultimately can end up back where they started, there are no beginning or end points. By the sounds of it some of the sequences can last days as well...
Also since any given location will be affected by multiple events in the vicinity it will be very rare to see a given location in the same state very often; each of those events would have to be at the exact same stage of the exact same branch all at the same time. If this works out as they intend then, despite the mechanics being similar to PQs, the actual player experience will be very different as the chances of ever encountering the same situation more than once are low.
As for how different classes will deal with the tasks... I'm sure they've considered that. With regards to the melee/ranged thing I expect all classes will have both. They've made a point of making the classes entirely self-sufficient this time around so they should all have a bit of everything.
Very true, given they do as they are describing. It could very much offer a different experience. Mythic seemingly gave up on the PQ thing, and went 100% pvp focus. If they hadn't and actually expanded on the design, they may actually have more subs IMO, as it would create a meaningful diversion from the zerg. Then again people find a lot of things wrong in WAR.
Lets just hope this isn't the case with GW2, it seems MMO #2 is always the rotten apple..We don't even want to go to third (STO).
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Eurogamer: This sounds like Warhammer Online's public quest system. Will the rewards of the change depending on the number of people participating in them?
Colin Johanson: It's really important to draw a large distinction between our events system and Warhammer Online's public quest system. When their public quests happen, it's a slice in time: it happens, it's really static, and it ends. Nothing in the world changes. You get a timer that counts down until the public quest happens again.
Our dynamic event system, when it ends, will dramatically change the world depending on the outcome of the event. That then cascades into other events that change the world around them. Nothing is ever static or stale. You never get a timer saying, "Three minutes until content runs again." You have content that is dynamically spreading across the map and changing, which is very different to what [WAR's] system did.
The most important part they mentioned is dynamic scaling of events.
It means that if the ogres destroyed the village in the morning when their where some 20 people around.
Now in the afternoon if you stroll by the game should detect that only you is in the vicinity and therefore reduce ogres numbers to 2 or 3 .They very much focused on solo play
That means you as a single player will be able to affect the surroundings
On top of that I feel their will be an intelligent AI director who will have hundreds of objectives in its arsenal.
Wiping out villages , breaking pipe lines , setting up fort in allied territories would all accumulate and perhaps the AI would launch a full scale attack against our cities.
Ignoring wouldn’t be an option as devs said under AI occupation your merchants traders and other typical quest givers would be either in captivity .
So you would need to intervene in order to progress within the game.
Also what I read was they were catering to 2 types of players one that likes exploration and the other who likes to make alts.
For a explorer each time he returns to that place their will be a different scenario taking place.
This seems awesome that they have kept the original storyline and quest telling i9n form of GW1 heavy instance and in the persistent world make it into a huge PQ .
It all depends how big the world is , would each starter race have dynamic events it in the beginning or it will be in places where all races come together. At any point their will be favourite races which will be populated a lot like Humans or Charr and their might be races less populated like the aura or Norn. So how would low pop in these areas affect dynamic events in the who picture
Also would 2 groups of AI conflict /interact with each other .Is it possible that 2 separate npc ogres and centaurs end up attacking human cities at same time Would they join up , fight against each other or that scenario wouldn’t turn up.
I think they want the game to be dynamic so that each action will trigger chain of events with each event triggering different set of possibilities
I liked the concept of killing a deer would mean the deers predator now due to lack of prey comes out and attacks villages .
"it looks good on paper" blah blah blah, I'm glad they are trying to break the mold. IF i was a fanboi of the guild wars series I would of crapped my pants reading this article. Any change is good. It's time to give props to devs who want something different and I hope it works. I am hoping so hard.
As always can they really do it? But the ideas for questing were very innovative. Nothing wrong with a wall of text and reading as well though, some quests spring naturally from what you can read.
Comments
Now THIS is what we have been waiting for. Something different and unique.
Well, that is true. Funny enough I read the first promises about WAR just after an article about GW2. WAR promised a lot of same things like a dynamic world (yeah, they said that) and intelligent quests.
WARs problem was that Mythic just released the game with just a small part of the content and a badly working game. They also took an existing IP and totally screwed it over, any Warhammer fan can tell you that.
The real difference here is between Mythic and Arenanet. Already DaoC did have a lot of issues at release and when the expansions came out. I never even seen a bug in GW. So I always had higher hopes of GW that has been in development a long time now. I believe Anet will release the game when it is done, Mythic did it when EA said they should to get some cash.
Mythic did get a lot o cash from the start but they lost a lot more in the long run.
Still, it is better not to imagine that this game will be perfect, nothing really is (except Shirley Manson, the girl who sings in Garbage). But I think it will be a fun game, unlike Mythic Anet tries to make something different. And it is great to get a AAA MMO without the old holy trio of tank, spank and heal.
they have always been carefull !they designed gw1 on low system back then and tested it on those to make sure it would run smooth!best idea they ever had it always ran smooth!some might feel they are more carefull but arenanet as always been that way.it just feel more that way now because this is their child!unlike the other they are responsable (aion)witch they have very limited control compared to guilld wars2!
GW1 was terrible. i bought it because i had heard so much hype, but something about the game just makes it so unapealing to me. it's really just an MMORPG style RPG because you're almost always playing alone. they put so much into the story, but that doesn't make questing fun. it still consists of "kill this mob/boss", "talk to him", "go there" and "raid that dungeon". unless you spend the time to read all the text, it's no diferent then any of MMORPG. the PVP may be good, but it couldn't keep my interest past lvl 6, so i never got to try it.
So far AN has delivered the goods in the past with content and features so I look forward to this new DES becoming a reality.
WHOA.
Once upon a time, when GW1 was released, ArenaNet put in a small "revolution" into MMORPGs because of
(a) best graphics up to that date - and, as said before, runs even on the "crappiest" machines. My first PC to run it on was an athlon-xp with a gforce-4 card!
(b) game's player-mechanic - no more levelgrinding, no more armor-grinding. the only thing to do is play, do quests, and earn xp for skill points to buy your skills. My best character has all skills bought (and I mean all. even for dumbass class-combinations like mesmer-warrior) and I still have skill points left ^.^
(c) the game's skills mechanic - you can have them all, but you can only change the skills in your skillbar (that has 8 places) inside towns/outpsts. Outside there, you have to deal with what you chose ^.^
If everything works the way ANet wants it to, there will be another revolution (or maybe more than one) - skill-combination-effects as the elementalist's example showed and event/quest chains that show up as environment-changing... If it works this will be a BIG BANG. And I really really hope that it works.
That actually has me wondering if the comparison to the public quest system is accurate... this actually makes it sound more like an objective based AI with some elements of the L4D director AI thrown in.
If it is entirely AI based, rather than scripted, then this system actually could genuinely be infinitely dynamic.
Sounds good! But we'll still have to see how that plays out though...
Feel free to use my referral link for SW:TOR if you want to test out the game. You'll get some special unlocks!
You know, i never really paid much attention to GW in the past, just too many other games around and never got around to trying GW, but everything i see has me wanting GW2 so bad, that i decided to give GW1 a shot and all i can say is if they did as good of a job with GW2 as they did with GW1, and all of these unique features theyre adding in actually work out properly, this is going to be my game for a long long time. This just sounds like too much fun to pass up.
It sure sounds good on paper. If they pull it off this will really be how MMO's are meant to be played.
Our spirit was here long before you
Long before us
And long will it be after your pride brings you to your end
That's an interesting point you bring up. I play Left4Dead2 and the AI director can by quite brutal sometimes. Imagine MMO's with an AI director being the only thing that directs how the game flows? It gives me chills (excited) to think of the all the possibilities.
~~Internet gaming is not for the faint of heart or the dumb of mind.~~
Omg, I hope they manage to succesfully implement this. Reading this it sounds amazing.
They could really get an endless amount of possibilities if not only players will define the flow, but other NPC factions can interfere, not to mention unpredictable factors like a player releasing some curse or the weather. These things interactions will add up to a ridiculous amount of possibilities, pretty much like the number of skill combinations one can employ in GW.
I'd love if they kept updating the system with fresh new sets of possibilities as time passes though, it might be me being just too skeptical to believe we'll be having always a "fresh" feeling.
As someone pointed out, if each shard will look very different from each other, they've already made a huge improvement to the MMO genre, where shards (what they call servers) won't be just different players, but different world states.
Another thing they might want to make is add a very steep curve into the absolute victories, pretty much like the Alliance Battle and territorial control (Kurzicks vs Luxons) system, they say one faction can theorically win the war, but as you get closer to the capitals the areas for battle become much and much harder for the invading side to win, if I remember correctly. Will be interesting if they keep a number of these event possibilities under a more and more challenging difficulty, as it would be taking out pushing the battle from this Dredge outpost to the Dredge capital itself.
Anyway, we still have much speculation going on, they've merely defined some broad concepts, very ambitious though, but without the specifics we can't pretty much say it is or it is not possible, they're the ones with the developer tools
I haven't really felt this much hype since GW1, hype which fortunately was fulfilled at that time.
I'm totally confident they will pull it off nicely and alot will see how good ArenaNet really is.
Two interviews you guys might want to read that give some more info and clarify a bit more of the cloud -
http://www.eurogamer.net/articles/guild-wars-2-dynamic-events-interview?page=1
http://pc.ign.com/articles/108/1089082p1.html
" Colin goes on to describe how quests are flawed, in that if you are sent out on a quest to kill 10 Ogres who are supposedly going to destroy an NPC's home, you'd typically just find these Ogres "standing around in a field picking daises," basically just waiting for you to kill them at the quest's marked location. This won't be the case in Guild Wars 2 due to the dynamic events system. Instead, if an NPC tells you Ogres are coming to level his house -- you'd better believe it!
The dynamic events system isn't simply a different conduit to deliver storyline and quest to players, according to Colin it also gives players the potential to have a lasting impact on the game world, something not often found in most MMOs:
A single player decision can cascade across a zone, changing the direction of a chain of events until they dramatically alter the content played by players in a map. "
A
M
A
Z
I
N
G.
Developpers are finally delivering what's been asked for for quite some time now. A.Net, guide us out of this fog that's persisted for so long!
That is exactly right, and we're not saying NO to save WoW, because it is already a lost cause. We are saying NO to dissuade the next group of greedy suits who decide to emulate Blizzard and Cryptic, etc.
We can prevent some of the future games from spewing this crap, but the sooner we start saying no, the better the results will be.
So - Stand up, pull up your pants, and walk away.
- MMO_Doubter
Which again sounds a whole lot like WAR, not in an intended way I'm sure. As I'm referring to the constant over and over zerg in T1. While what's going on around you is dynamic (it does sound similar to PQ's) well seemingly. I just don't know exactly how fun it will be, I guess it depends on AI and difficulty. Still while slaying dragons and saving villages sounds fun and exciting. How much it effects the village/world isn't nearly as important as how it's executed and tied into the combat mechanics of the game. How can tanks, Sins etc.. attack a flying dragon? If siege equipment balista etc.. are available, it could be quite interesting.
I just don't want to be shooting magic missle's as a melee fighter. Of course there could be another route to take in specialized roles. Tanks and other melee have ground objectives, putting out fires, saving villagers etc.. While ranged take on the dragon. Melee can finish it off after it's robbed of flight.
I'm definitely a little more interested in GW2 after this.. that's for sure.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I think if the PQ comparison has to be made then it might be better to consider the entire game world as one gigantic public quest. The interviews someone posted above stated that they're cyclical in that the progress of the events are designed so that they ultimately can end up back where they started, there are no beginning or end points. By the sounds of it some of the sequences can last days as well...
Also since any given location will be affected by multiple events in the vicinity it will be very rare to see a given location in the same state very often; each of those events would have to be at the exact same stage of the exact same branch all at the same time. If this works out as they intend then, despite the mechanics being similar to PQs, the actual player experience will be very different as the chances of ever encountering the same situation more than once are low.
As for how different classes will deal with the tasks... I'm sure they've considered that. With regards to the melee/ranged thing I expect all classes will have both. They've made a point of making the classes entirely self-sufficient this time around so they should all have a bit of everything.
omg why they still want us 2 suffer lol ,cant really wait more soooo happy evrytime they put new info ,hope the game is what im aim for ...
Very true, given they do as they are describing. It could very much offer a different experience. Mythic seemingly gave up on the PQ thing, and went 100% pvp focus. If they hadn't and actually expanded on the design, they may actually have more subs IMO, as it would create a meaningful diversion from the zerg. Then again people find a lot of things wrong in WAR.
Lets just hope this isn't the case with GW2, it seems MMO #2 is always the rotten apple..We don't even want to go to third (STO).
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Eurogamer: This sounds like Warhammer Online's public quest system. Will the rewards of the change depending on the number of people participating in them?
Colin Johanson: It's really important to draw a large distinction between our events system and Warhammer Online's public quest system. When their public quests happen, it's a slice in time: it happens, it's really static, and it ends. Nothing in the world changes. You get a timer that counts down until the public quest happens again.
Our dynamic event system, when it ends, will dramatically change the world depending on the outcome of the event. That then cascades into other events that change the world around them. Nothing is ever static or stale. You never get a timer saying, "Three minutes until content runs again." You have content that is dynamically spreading across the map and changing, which is very different to what [WAR's] system did.
The most important part they mentioned is dynamic scaling of events.
It means that if the ogres destroyed the village in the morning when their where some 20 people around.
Now in the afternoon if you stroll by the game should detect that only you is in the vicinity and therefore reduce ogres numbers to 2 or 3 .They very much focused on solo play
That means you as a single player will be able to affect the surroundings
On top of that I feel their will be an intelligent AI director who will have hundreds of objectives in its arsenal.
Wiping out villages , breaking pipe lines , setting up fort in allied territories would all accumulate and perhaps the AI would launch a full scale attack against our cities.
Ignoring wouldn’t be an option as devs said under AI occupation your merchants traders and other typical quest givers would be either in captivity .
So you would need to intervene in order to progress within the game.
Also what I read was they were catering to 2 types of players one that likes exploration and the other who likes to make alts.
For a explorer each time he returns to that place their will be a different scenario taking place.
This seems awesome that they have kept the original storyline and quest telling i9n form of GW1 heavy instance and in the persistent world make it into a huge PQ .
It all depends how big the world is , would each starter race have dynamic events it in the beginning or it will be in places where all races come together. At any point their will be favourite races which will be populated a lot like Humans or Charr and their might be races less populated like the aura or Norn. So how would low pop in these areas affect dynamic events in the who picture
Also would 2 groups of AI conflict /interact with each other .Is it possible that 2 separate npc ogres and centaurs end up attacking human cities at same time Would they join up , fight against each other or that scenario wouldn’t turn up.
I think they want the game to be dynamic so that each action will trigger chain of events with each event triggering different set of possibilities
I liked the concept of killing a deer would mean the deers predator now due to lack of prey comes out and attacks villages .
This game sounds better and better, the more i hear the more i want it!
"it looks good on paper" blah blah blah, I'm glad they are trying to break the mold. IF i was a fanboi of the guild wars series I would of crapped my pants reading this article. Any change is good. It's time to give props to devs who want something different and I hope it works. I am hoping so hard.
As always can they really do it? But the ideas for questing were very innovative. Nothing wrong with a wall of text and reading as well though, some quests spring naturally from what you can read.