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At last week's PAX, MMORPG.com's Bill Murphy had a chance to sit in on the Guild Wars 2 Dynamic Events Panel. Present were several ArenaNet folks including Lead Game Designer Eric Flannum, Lead Writer Jeff Grubb, and Lead Content Designer Colin Johanson. During this panel, the team discussed world changing dynamic events. ArenaNet's goal is to make Tyria a literally living, breathing world that changes with the things players do in it. Check out Bill's thoughts about the panel.
At PAX Prime this year we had the chance to partake in a very intriguing look inside ArenaNet’s process for creating dynamic content in Guild Wars 2. Lead by Lead Game Designer Eric Flannum, Lead Writer Jeff Grubb, and Lead Content Designer Colin Johanson, the panel was a tantalizing taste of what it must be like to sit in the meeting rooms with the ArenaNet crew and spend the day conceptualizing and building one of MMO gaming’s most anticipated titles. The three took us through the inception of their dynamic events system all the way through to actually designing an event within one of the game’s many regions. r
Read more about the Guild Wars 2: Dynamic Events Panel.
Comments
Sounds great! The karma vendors smell a lot like WAR though. I hope this won't result in people having to keep following up certain event chains just so they can buy a certain reward. But since karma is shared I suppose this won't be a problem.
Soon after the game's launch there will be sites that list the vendors though. That'll probably result in eventcamping just to be able to buy those rewards...
Overall the dynamicness of the events is an awesome evolution though!
Ya the part where specific vendors open up upon event chains may be dangerous, it all depends on how they handle it. If they keep the vendors to simple event chains like the ogre example, then I dont see it being a problem. Or if they just sell periphery, nice cool things to have but not critical, like gear, then I also dont see it being a problem.
Overall I am glad with the karma vendors, I hate having to do certain quests or certain events for a specific piece of gear. Because its just my luck that the certain critical piece of gear is part of a chain I hate to do.
Also I wish with loot in general MMOs just went to a system similar to HG:L. What you see is yours, no one else sees it, no one else even knows what you looted or even that you got loot. The only way any one knows you got anything is if you tell them. If no one knows who got what then there is no loot drama to be had.
This game wasnt even really on my radar, but now I am keeping a cautious eye on it.
Fool me once shame on you, fool me twice shame on me.
This system does sound like a positive evolution of the public quest system that WAR used (which was my favorite part of the game). I hope they find a way to add some non-combat events to the mix, which would help to diversify the overall experience.
Ideas would be to:
The need to heal an injured solider, cure poison, etc (to move into the next phase of an event)
Having to craft something on the spot (I'm not sure how the crafting system - if one exists - applies yet)
"Race" NPCs in a point-to-point series of checkpoints
Perform some specific emotes at key moments to show interaction/involvement
All in all, GW2 really sounds to be shaping up nicely.
I don't know if they will have strictly non-combat events, but withinone of the the events at Gamescon, besides killing bandits, players could pick up pails of water and put out fires the bandits were setting in the fields. Also, one dev said that when the player was sent to investigate why the water stopped flowing they could encounter grubs, bandits, OR just broken pipes they would need to help fix. So not only is there some variety in each quest itself, there are also multiple and varied objectives that don't all involve killing.
That article felt like a breath of fresh air on a sunny day. The more I read about GW2 the more excited I feel about experiencing it, as they are taking mmo game design in the direction I think it should be going.
I absolutely love the fact that things actually happen in the gameworld through action and gameplay, rather than just relying on a text file attached to an npc with an "accept" button to be clicked on. I always thought that was a complete copout and a space filler to compensate for lack of game making skill on the developers part. It's much easier to get a bunch of people to type up text files and pass off their online book as a game, than make an actual game to play.
These events happen for everyone rather than being seperate copies for each individual player (hence the single player game design of other mmos) and the fact that the conclusions of these events effect what opens up elsewhere is just awesome. Its a great step towards creating a real multiplayer game where the player participates in a simulated world and has to deal with the results of other peoples actions, as opposed to the online single player co-op games we have been seeing for years. Different stuff will be happening in GW2 each time I log in. Now thats a real mmo. Sure things will eventually cycle back and repeat themselves but even still this is definately the kind of thing I have been waiting for for ages. GW2 is going to give me a reason to play mmos again. Me = excited.
Don't forget about those bunnies you have to catch, before they eat all the watermelons^^. Can't wait for this game.
Eat me!
Beautiful; I kind-of shed a tear of job *sniff*
The more I hear about this game, the more aroused I become.
Important facts:
1. Free to Play games are poorly made.
2. Casuals are not all idiots, but idiots call themselves casuals.
3. Great solo and group content are not mutually exclusive, but they suffer when one is shoved into the mold of the other. The same is true of PvP and PvE.
4. Community is more important than you think.
A complimentary presentation to that took place in Germany just before Gamescom kicked in. Explained in great details all things about Dynamic Events in this video presentation.
http://www.gdcvault.com/play/1013691/Designing-Guild-Wars-2-Dynamic
Also note that many dynamic events can flow from one end to the other and flow back in the other direction to the original point depending on the result of the event. Example: Event A -> Event B -> Event C then fails -> Event B fails -> Event A.
As opposed to Event A -> Event B-> Event C-> then unnaturally goes to Event A again.
Also some events can branch off in a different direction and then that event can also branch off even further. Think of it like the "Tree of Life", each consequence leading off to a different path, a different branch which can span a large area.
Playing now: Cities: Skyline / Ori and the Blind Forest / Banished
If they make all the vendors have similar things with different skins then it would be a matter of preference. In which case you don't have to do that one event to get that Karma vendor to give you a bag, you can do many other events to get a simliar bag that just looks different.
This is not a game.
can not wait! :-)
Refreshing to see a new article about GW2 here.
Meh, I'd rather help kill off the ogres in favor of causing more events than helping them. Heck, I'd like to poison that town's water source to just get rid of them all. Used to do that a lot in a MUD I played and killed off plenty of Lowbies just to get a "lynch" mob after me. It was fun times...
These 3 fan-made videos are from the same behind-the-doors panel session Bill Murphy had attended.
http://www.guildwars2guru.com/forum/pax-dynamic-events-panel-parts-t8546.html
Playing now: Cities: Skyline / Ori and the Blind Forest / Banished
Awesome.. so far GW2 and ArenaNet have not steered me wrong. ^^
I think that Arena is saying that specific rewards are available from succeeding at specific "events", such as getting a pet that only the Ogres raise. This really is no different from any other mount specific quests, etc., in other games, as far as having to complete a quest chain or dailies. But the majority of the in game items are based on a system currency that will be not be specific to a particular event. I think the "evolution" is the combination of the public quest system combined with the GW invented idea of phasing. The phasing aspect, instead of touching just huge world events, it touches mob related events and your personal story. World of Warcraft saw how Guild Wars used phasing in GW1, and put it in Wrath of the Lich King for almost every quest chain in one way or another. What WOW didn't do was see the potential for triggered, phasing of public events and using it robustly as a driver of personal character evolution. The concepts have been seen individualy in the gaming world; they just haven't been combined to create in a unified way and from what I am getting from the info is that that is what they have attempted, and according to their statements succeeded accomplishing.
one thing i would like to see is that u do a chain of events in an area say like ur a merc in a civil war u get a title like veteran of the northern wars or something simillar that would be epic
Originally posted by Warsong
Well, since WoW is the worlds largest baby sitter I would imagine that college and sex is the next big adventure for WoW players.
@ Zeroxin -Everything I saw about loot in the game demos pointed to the fact that looting was an individual process and that you just recieved currency from your encounters. The other thing is that armour is cosmetic and is only based on personal choice of look. The armor is socketed with crests that contain the stats etc. The crests are purchased through the currency systems.
More good news on the GW2 front. While we knew a lot of this info before it was nice to get further details.
Steam: Neph
I cannot wait for GW2. I'm seriously jonesin' for the Beta to start for a chance to be part of the process.
And make sure you have a fat wallet with plenty of Gold Cards.
Yes this is what I want as well. However there is no confirmation on a beta as of yet. The Devs are still considering having one or not. My hope is they do have one.
It's risky business letting today's impact the game world
If GM had kept up with technology like the computer industry has, we would all be driving $25 cars that got 1000 MPG - Bill Gates
It may be risky, but any game worth playing is risky. If they walk the 'safe' road you'll end up with tripe like almost every MMO being produced in the current market. Eve for example was and still is a big hit even if they attract a certain kind of player and that definitely was a 'risky' game! Hope to see everyone in GW2.
Sounds exciting, can't wait for beta!!!!