After playing 3 beta's, I really don;t think the quests are supposed to be the main feature of the game. They are one means to level and enjoy story, among many other means. Most agreed they need work, but they are serviceable and enjoyable to some extent.
It's the dynamic events that are supposed to be in the spotlight in this game.
Isn't Guildwars 2 aiming to do both. Dynamic events with an awesome story also?
I don't see how it's that much harder to write questlines with a meaning and involving story tbh.
In beta 3 most of all quests are part of a chain in the hub that they're a part of.
Meaning you can't skip a quest and pick up some different ones, you have to go quest 1, 2, 3, etc... Even the main quest line that unlocked things like additional souls are part of the standard quest chain.
So if you like chains, you got 'em.
There has been a lot of discussion by players on the beta forums about wanting the main quest chain seperate from the hub chains. We'll see if anything changes in the next beta.
Actually, in beta 3 the main story quests were labeled "Story". I think they are even a different color in your log now (not in the list but the background, like if you open them and look at them).
Originally posted by Evani After playing 3 beta's, I really don;t think the quests are supposed to be the main feature of the game. They are one means to level and enjoy story, among many other means. Most agreed they need work, but they are serviceable and enjoyable to some extent. It's the dynamic events that are supposed to be in the spotlight in this game.
Isn't Guildwars 2 aiming to do both. Dynamic events with an awesome story also? I don't see how it's that much harder to write questlines with a meaning and involving story tbh.
Have you ever sat down and actually tried writing a quest line? Now do it again ... say ... 500 times or so? Writing different versions of the "kill 10 rats" is cake. You could probably generate a ton of those dynamically in game, but a decent quest line isn't as easy as it sounds.
*edit* That doesn't excuse writing boring quest lines, just wanted to note that it's not as easy as it sounds to write good ones.
I can not remember winning or losing a single debate on the internet.
Quests are fetch this and kill that. In addition most of them are chained, but not in a good sense of way meaning to unlock another "fetch 20 barrels" you have to complete "fetch 10 barrels" first. Have played all the betas and quests are the weakest link in this game. Which is sad.
Not really. Quests are quests, most of them suck anyway. It doesn't matter what the game is.
After playing 3 beta's, I really don;t think the quests are supposed to be the main feature of the game. They are one means to level and enjoy story, among many other means. Most agreed they need work, but they are serviceable and enjoyable to some extent.
It's the dynamic events that are supposed to be in the spotlight in this game.
Isn't Guildwars 2 aiming to do both. Dynamic events with an awesome story also?
I don't see how it's that much harder to write questlines with a meaning and involving story tbh.
Have you ever sat down and actually tried writing a quest line? Now do it again ... say ... 500 times or so? Writing different versions of the "kill 10 rats" is cake. You could probably generate a ton of those dynamically in game, but a decent quest line isn't as easy as it sounds.
After playing 3 beta's, I really don;t think the quests are supposed to be the main feature of the game. They are one means to level and enjoy story, among many other means. Most agreed they need work, but they are serviceable and enjoyable to some extent.
It's the dynamic events that are supposed to be in the spotlight in this game.
Isn't Guildwars 2 aiming to do both. Dynamic events with an awesome story also?
I don't see how it's that much harder to write questlines with a meaning and involving story tbh.
Some quests will have meaning, but some are just short tasks. If a writer had to make each and every quest meaningful with an involving story, development would take even longer and there would be people still wouldnt bother reading even half of them...
Even GW2 will have the generic tasks along side the story quests. It's all done to fill in the game while not over burdening the writers.
Look at it this way, when someone asks you to pick up Milk and Toilet paper there isn't going to be a deep and involved story behind it. They just want you to pick them up.
There are 3 types of people in the world. 1.) Those who make things happen 2.) Those who watch things happen 3.) And those who wonder "What the %#*& just happened?!"
Originally posted by TwystedWiz Originally posted by Ayadori Quests are fetch this and kill that. In addition most of them are chained, but not in a good sense of way meaning to unlock another "fetch 20 barrels" you have to complete "fetch 10 barrels" first. Have played all the betas and quests are the weakest link in this game. Which is sad.
Not really. Quests are quests, most of them suck anyway. It doesn't matter what the game is.
The quests are much weaker content compared to the rifts and invasions. The are probably weaker content compared to the warfronts and instances too (haven't gotten to those). I'm not sure how you improve the general quest mechanic to be honest, it's kind of a self limiting system. It's a weak point that could be improved by Trion though, after all, they are the professionals.
I can not remember winning or losing a single debate on the internet.
After playing 3 beta's, I really don;t think the quests are supposed to be the main feature of the game. They are one means to level and enjoy story, among many other means. Most agreed they need work, but they are serviceable and enjoyable to some extent.
It's the dynamic events that are supposed to be in the spotlight in this game.
Isn't Guildwars 2 aiming to do both. Dynamic events with an awesome story also?
I don't see how it's that much harder to write questlines with a meaning and involving story tbh.
It's just 2 different mentalities on how to implement Dynamic content. One game wants to do it as more of an over the top layer of dynamic events that don't mess with the skeletal structure of the basics. GW2 will weave throughout a general public quest feel that can go in different directions according to what the players do. Trion being a new company may have decided to do it their way due to budget, or any of a number of factors that we dont know about.
After playing 3 beta's, I really don;t think the quests are supposed to be the main feature of the game. They are one means to level and enjoy story, among many other means. Most agreed they need work, but they are serviceable and enjoyable to some extent.
It's the dynamic events that are supposed to be in the spotlight in this game.
Isn't Guildwars 2 aiming to do both. Dynamic events with an awesome story also?
I don't see how it's that much harder to write questlines with a meaning and involving story tbh.
Some quests will have meaning, but some are just short tasks. If a writer had to make each and every quest meaningful with an involving story, development would take even longer and there would be people still wouldnt bother reading even half of them...
Even GW2 will have the generic tasks along side the story quests. It's all done to fill in the game while not over burdening the writers.
Look at it this way, when someone asks you to pick up Milk and Toilet paper there isn't going to be a deep and involved story behind it. They just want you to pick them up.
I know that there will only be some quests that have true meaning (I don't expect every quest to have this in a mmorpg as that would be to much)
When I refered to mmorpgs having meaningful quests I just presumed people would understand what I mean as most people have played those types of mmorpg (lotro, guildwars etc).
However having no interesting quests with a decent storyline is pushing the boat, no?
I guess nobody has seen later content, therefore I can only hope they get better.
After playing 3 beta's, I really don;t think the quests are supposed to be the main feature of the game. They are one means to level and enjoy story, among many other means. Most agreed they need work, but they are serviceable and enjoyable to some extent.
It's the dynamic events that are supposed to be in the spotlight in this game.
Isn't Guildwars 2 aiming to do both. Dynamic events with an awesome story also?
I don't see how it's that much harder to write questlines with a meaning and involving story tbh.
It's just 2 different mentalities on how to implement Dynamic content. One game wants to do it as more of an over the top layer of dynamic events that don't mess with the skeletal structure of the basics. GW2 will weave throughout a general public quest feel that can go in different directions according to what the players do. Trion being a new company may have decided to do it their way due to budget, or any of a number of factors that we dont know about.
I'm going to enjoy both games.
what does this have to do with writing a good story in the process?
After playing 3 beta's, I really don;t think the quests are supposed to be the main feature of the game. They are one means to level and enjoy story, among many other means. Most agreed they need work, but they are serviceable and enjoyable to some extent.
It's the dynamic events that are supposed to be in the spotlight in this game.
Isn't Guildwars 2 aiming to do both. Dynamic events with an awesome story also?
I don't see how it's that much harder to write questlines with a meaning and involving story tbh.
It's just 2 different mentalities on how to implement Dynamic content. One game wants to do it as more of an over the top layer of dynamic events that don't mess with the skeletal structure of the basics. GW2 will weave throughout a general public quest feel that can go in different directions according to what the players do. Trion being a new company may have decided to do it their way due to budget, or any of a number of factors that we dont know about.
I'm going to enjoy both games.
what does this have to do with writing a good story in the process?
I really enjoy their story and found many quests entertaining. But many are just the usual. If you have been in their dynamic events, the events themselves are linked into the story arc of the land you are in. So in Freemarch the dynamic events tie into what you have already done through questing. Freemarch's Focus is on Jacob the Tyrant and how that has shaped the zone. Jacob and Illiam are enemies and this is explored in the normal questlines, the events, as well as the first dungeon.
Some people view the quests as ho hum, but I doubt anyone veiwed the zone-wide story event as such. If they did, then I would say the game is not their cup of tea, because the events are the main reason Rift was made.
Quests are fetch this and kill that. In addition most of them are chained, but not in a good sense of way meaning to unlock another "fetch 20 barrels" you have to complete "fetch 10 barrels" first. Have played all the betas and quests are the weakest link in this game. Which is sad.
Not really. Quests are quests, most of them suck anyway. It doesn't matter what the game is.
I dont know, EQ quests had a great story to them imo. Questing wasnt the main thing for leveling, hell questing in that game really didnt get you alot of exp at all. The one thing that games since have not been able/willing to do is tell the story and lore of the game through quests the way EQ did.
After playing 3 beta's, I really don;t think the quests are supposed to be the main feature of the game. They are one means to level and enjoy story, among many other means. Most agreed they need work, but they are serviceable and enjoyable to some extent.
It's the dynamic events that are supposed to be in the spotlight in this game.
Isn't Guildwars 2 aiming to do both. Dynamic events with an awesome story also?
I don't see how it's that much harder to write questlines with a meaning and involving story tbh.
It's just 2 different mentalities on how to implement Dynamic content. One game wants to do it as more of an over the top layer of dynamic events that don't mess with the skeletal structure of the basics. GW2 will weave throughout a general public quest feel that can go in different directions according to what the players do. Trion being a new company may have decided to do it their way due to budget, or any of a number of factors that we dont know about.
I'm going to enjoy both games.
what does this have to do with writing a good story in the process?
I really enjoy their story and found many quests entertaining. But many are just the usual. If you have been in their dynamic events, the events themselves are linked into the story arc of the land you are in. So in Freemarch the dynamic events tie into what you have already done through questing. Freemarch's Focus is on Jacob the Tyrant and how that has shaped the zone. Jacob and Illiam are enemies and this is explored in the normal questlines, the events as well as the first dungeon.
Some people view the quests as ho hum, but I doubt anyone veiwed the zone-wide story event as such. If they did, then I would say the game is not their cup of tea, because the events are the main reason Rift was made.
ah........ I see what you mean. Will the guildwars 2 events not be linked with the story at all? (a genuine question)
After playing 3 beta's, I really don;t think the quests are supposed to be the main feature of the game. They are one means to level and enjoy story, among many other means. Most agreed they need work, but they are serviceable and enjoyable to some extent.
It's the dynamic events that are supposed to be in the spotlight in this game.
Isn't Guildwars 2 aiming to do both. Dynamic events with an awesome story also?
I don't see how it's that much harder to write questlines with a meaning and involving story tbh.
It's just 2 different mentalities on how to implement Dynamic content. One game wants to do it as more of an over the top layer of dynamic events that don't mess with the skeletal structure of the basics. GW2 will weave throughout a general public quest feel that can go in different directions according to what the players do. Trion being a new company may have decided to do it their way due to budget, or any of a number of factors that we dont know about.
I'm going to enjoy both games.
what does this have to do with writing a good story in the process?
I really enjoy their story and found many quests entertaining. But many are just the usual. If you have been in their dynamic events, the events themselves are linked into the story arc of the land you are in. So in Freemarch the dynamic events tie into what you have already done through questing. Freemarch's Focus is on Jacob the Tyrant and how that has shaped the zone. Jacob and Illiam are enemies and this is explored in the normal questlines, the events as well as the first dungeon.
Some people view the quests as ho hum, but I doubt anyone veiwed the zone-wide story event as such. If they did, then I would say the game is not their cup of tea, because the events are the main reason Rift was made.
ah........ I see what you mean. Will the guildwars 2 events not be linked with the story at all? (a genuine question)
You will have to keep watching GW2 to answer that. I assume that most of their quests will be done in a public quest type of format that can branch out on consequences pre-scripted, so that 2 different things will happen according to whether you succeed or fail. The game is not in beta so I cannot be sure, but that was the impression I got from reading/watching videos.
Rifts themselves are a bit like this, but they can spawn footholds and invasions if left unchecked. Rift Dynamic Story-Line Events are something entirely seperate. Right now Trion used the general rifts within the Story Events, but they don't have to. They have said they can do much more with it. We just have to wait an see.
If the rifts were fun after the 3rd time doing them, I could see the game being worthwhile. Sadly after doing them a few times , it s so boring and repetative. Oh well, next game please.
Comments
Isn't Guildwars 2 aiming to do both. Dynamic events with an awesome story also?
I don't see how it's that much harder to write questlines with a meaning and involving story tbh.
Actually, in beta 3 the main story quests were labeled "Story". I think they are even a different color in your log now (not in the list but the background, like if you open them and look at them).
Have you ever sat down and actually tried writing a quest line? Now do it again ... say ... 500 times or so? Writing different versions of the "kill 10 rats" is cake. You could probably generate a ton of those dynamically in game, but a decent quest line isn't as easy as it sounds.
*edit* That doesn't excuse writing boring quest lines, just wanted to note that it's not as easy as it sounds to write good ones.
I can not remember winning or losing a single debate on the internet.
Not really. Quests are quests, most of them suck anyway. It doesn't matter what the game is.
Fair enough however, my point still stands
Some quests will have meaning, but some are just short tasks. If a writer had to make each and every quest meaningful with an involving story, development would take even longer and there would be people still wouldnt bother reading even half of them...
Even GW2 will have the generic tasks along side the story quests. It's all done to fill in the game while not over burdening the writers.
Look at it this way, when someone asks you to pick up Milk and Toilet paper there isn't going to be a deep and involved story behind it. They just want you to pick them up.
There are 3 types of people in the world.
1.) Those who make things happen
2.) Those who watch things happen
3.) And those who wonder "What the %#*& just happened?!"
Not really. Quests are quests, most of them suck anyway. It doesn't matter what the game is.
The quests are much weaker content compared to the rifts and invasions. The are probably weaker content compared to the warfronts and instances too (haven't gotten to those). I'm not sure how you improve the general quest mechanic to be honest, it's kind of a self limiting system. It's a weak point that could be improved by Trion though, after all, they are the professionals.
I can not remember winning or losing a single debate on the internet.
It's just 2 different mentalities on how to implement Dynamic content. One game wants to do it as more of an over the top layer of dynamic events that don't mess with the skeletal structure of the basics. GW2 will weave throughout a general public quest feel that can go in different directions according to what the players do. Trion being a new company may have decided to do it their way due to budget, or any of a number of factors that we dont know about.
I'm going to enjoy both games.
I know that there will only be some quests that have true meaning (I don't expect every quest to have this in a mmorpg as that would be to much)
When I refered to mmorpgs having meaningful quests I just presumed people would understand what I mean as most people have played those types of mmorpg (lotro, guildwars etc).
However having no interesting quests with a decent storyline is pushing the boat, no?
I guess nobody has seen later content, therefore I can only hope they get better.
what does this have to do with writing a good story in the process?
I really enjoy their story and found many quests entertaining. But many are just the usual. If you have been in their dynamic events, the events themselves are linked into the story arc of the land you are in. So in Freemarch the dynamic events tie into what you have already done through questing. Freemarch's Focus is on Jacob the Tyrant and how that has shaped the zone. Jacob and Illiam are enemies and this is explored in the normal questlines, the events, as well as the first dungeon.
Some people view the quests as ho hum, but I doubt anyone veiwed the zone-wide story event as such. If they did, then I would say the game is not their cup of tea, because the events are the main reason Rift was made.
I dont know, EQ quests had a great story to them imo. Questing wasnt the main thing for leveling, hell questing in that game really didnt get you alot of exp at all. The one thing that games since have not been able/willing to do is tell the story and lore of the game through quests the way EQ did.
ah........ I see what you mean. Will the guildwars 2 events not be linked with the story at all? (a genuine question)
You will have to keep watching GW2 to answer that. I assume that most of their quests will be done in a public quest type of format that can branch out on consequences pre-scripted, so that 2 different things will happen according to whether you succeed or fail. The game is not in beta so I cannot be sure, but that was the impression I got from reading/watching videos.
Rifts themselves are a bit like this, but they can spawn footholds and invasions if left unchecked. Rift Dynamic Story-Line Events are something entirely seperate. Right now Trion used the general rifts within the Story Events, but they don't have to. They have said they can do much more with it. We just have to wait an see.
If the rifts were fun after the 3rd time doing them, I could see the game being worthwhile. Sadly after doing them a few times , it s so boring and repetative. Oh well, next game please.