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I've watched a few of the 50 minute vids and it seems more of the same spoonfed crap we've had for years. I hear about "dynamic content" yet every bit of it seems scripted. It may not have WoWs "kill/collect x" but it still has the NPCs waving huge flags saying "i'm here, go do x then y, when you're done I will flash bright green and you can move onto the next part of the script."
Maybe that's just the tutorial? I'm genuinely asking what's so great about it, something not shown in the videos?
Comments
Everything is in the videos.
You don't need to play if you think it sucks.
But honestly, what you just said makes as much sense as someone saying this. "Whats so great about your new computer... its only a hell lot faster and looks better than my 10 year old one."
Honestly... if you were looking that hard as to not enjoy the immersed experience and just say it was the same as other games, don't play GW2. You're just gonna waste your time looking for flaws that aren't there for those who don't look for them.
Watch the Designing Dynamic Events presentation they did on GDC. The "questgivers" as you call them, only tell you where you need to go to do stuff. It's not a checklist, they don't add anything to your questlog. If you wanted, you could ignore these guys and just go into the field and have fun with events. Some people just can't live without quests and wouldn't know what to do without guidance so these guys were added.
also, you can skip PvE and level up a bit in PvP if you want
Well... it's B2P, that alone is enough for me to buy it and play whenever i want :P
Wow, after this, I think this thread's pretty much over. Epic win, and totally poignant.
I've been playing MMORPGs since 1999, here are the ONLY 3 things that have impressed me: 1: Everquest when it was first released. 2: The lessening of "zoning" and "loading" in MMORPGs (seeing open worlds). 3: Guild Wars 2 videos. Watching the classes, how dynamic their skills function, and seeing bosses like The Shatterer, is impressive for most SINGLE PLAYER RPGS, much more so for MMOs.
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Everyone on this site:
1: MMORPGs are DOOMED, and I have the answers to save them!
2: THIS game's gonna kill WoW!
3: I wish things would go back to the Golden Age of MMORPGs, which only existed in my mind...
You're right I don't need to play it and will probably look at something else. I look around this site maybe once a week to see what new games are coming out and saw this had such a high rating.
I'm getting too old and cynical for the mmo scene, I keep expecting something new and all I see is games being increasingly dumbed down.
Dude, dynamic events are very different than ordinary quests. They happen randomly around the map, they actually seem more real than a guy with an exclamation mark over his head, they scale as more people join in..but I don't even need to say more. If you don't like it, don't play it. It's as simple as that. Ofcourse they would be scripted, what did you expect? NPCs that think for themselves? true AI? That doesn't even exist yet. Maybe you could do something better yourself?
Claire Gearhead - Level 80 Norn Engineer - Far Shiverpeaks (EU)
Well I'm sorry for you. Seems like your expecting an impossibly big change. You'll probably never enjoy another MMO again.
Now i'm confused again. (this seems to happen a lot with this game for me)
This line here makes it sound like rifts sorta, suddenly a town you were in comes under attack.
I thought this usually happened because of another DE. Like chasing the centaurs away. They may start randomly (sorta) but i was under the impression that they always happened in the same place. Town A always came under attack by centaurs if X happened.
Sorry if this is confusing but thats how confused i am. DE sound more like rifts by that wording then they do scripted events happening in specific areas.
Any help in clarification would be great.
Help me Bioware, you're my only hope.
Is ToR going to be good? Dude it's Bioware making a freaking star wars game, all signs point to awesome. -G4tv MMo report.
It's still just a theme-park game. But at least it looks like an innovative one in not just one way but a lot of ways. When you hear dynamic content you probably hear full world simulation?! I'm more interested if DEs can really live up to the ambitions of ArenaNet and create dynamic, variable and repeatable content. Still a lot to prove, but if they achieve it:
http://www.mmorpg.com/discussion2.cfm/post/3898334#3898334
the PvE game will be awesome. But still nothing proven to date until we see more.
It'll go swimmingly with the great graphics, lore, sound, music and stories already working. ^ ^
http://www.gdcvault.com/play/1014633/Classic-Game-Postmortem
the crazy thing is u will still pre order it anyways =0
You're right. He's wrong. But not all DE's work that way. There is a DE ,for example, that spawns a lot of wolves on the map if you kill too many deers. And not all DE are combat oriented. People said that there is one with rabbit catching in the human starter zone.
And Rift's Rifts don't spawn randomly on map.
And some events MAY seem random as ANet stated that DEs could be activated based on weather (different events for raining etc, dont forget that DEs also COULD cause the raining etc) or they can be activated by player doings (such as opening a cursed chest/picking a rock unleshing creature under it etc...) for the first time these would seem random (which is pretty cool) even though they're not..
I think I actually spent way more time reading and theorycrafting about MMOs than playing them
The point of dynamic content is to create a sense of immersion, instead of kill x of these infected boars, whom had done almost nothing wrong other than possibly attacking the player is got too close and being a nuisance wondering around this green patch of grass doing nothing. Dynamic content create the actual situation told by the 'quest' giver or in this case, the affected party of certain danger, eg: the infected boar are actually attacking civilians, damaging rich soils.
You may say, it is still the whole, kill x of these, collect y of those, run to point a and follow that go to point b.
Guess What EVERY GAME DOES THAT
Single Player or MMO, all missions/quests/assignments, at its very basic level, is kill x of these, collect y of those, run to point a and follow that go to point b. But the fact that, great games makes those tasks relevant.
Assassin's Creed requires you to kill target x, out run bob and assassinate bob, deliver this letter.
Dragon Age/Mass Effect's story structure requires you to go to kingdom/planet x, y, z, with a whole subset of internal quest/mission, with a boss in the end.
Call of Duty (Single Player) requires you to run through this map killing every enemy in sight
Call of Duty (Online) requires you to kill opposing team.
What is so genuinely great about Guild Wars 2 is that, it is trying to mimic the the successful mechanic employed in sucessful single player games, modify their system and make it suitable to a mmo environment.
It might not be the greatest idea, but it is the best they have got.
How much WoW could a WoWhater hate, if a WoWhater could hate WoW?
As much WoW as a WoWhater would, if a WoWhater could hate WoW.
At the risk of sounding like a broken record . http://www.gdcvault.com/play/1013691/Designing-Guild-Wars-2-Dynamic
This is the best explanation of Dynamic Events & Event Chains & how they differ from traditional quests that I have seen .
If I had to feed you one line, it is that even if you go by the same event 10 times - chances are it will be different each time. That is the big deal.
Your friend starting the game a month after you will tell you his experience, and yours will have been totally different in the same area. Some events are the same on a repeatable basis... such as the Brood Mother. Hell though man, the brood mother looks like a hellaciously fun fight and it doesn't need to be super dynamic. Just up. Even then, the brood mother being up means that the fisherman can't fish and in turn will affect the economy. So something so static seeming still has an effect, even if it is a small one.
People think it's fun to pretend your a monster. Me I spend my life pretending I'm not. - Dexter Morgan
You are correct, the events are not random. They will occur as a result of something else, whether it's centaurs gaining a foothold or a player unwittingly opening the tomb of an ancient evil.
Guild wars 2 is all cause and effect, not random.
Nthing watch this video. It's long, but it's awesome.
Events do happen in chains around the world based on different things that happen. A lot happen in cycles. Centaurs attack the farm. If you fail, the centaurs stay there forever until someone wants to do the event to drive them away. If that happens, or you succeeded in the first place, you go to the next event, which might be to attack the centaur forward camp. If you fail, back to the farm you go. If you win, you might attack their HQ.
Or events can be player generated. I saw a bottle on the ground and opened it and it unleashed a monster and now that event is started.
It's not a themepark game though, events will have a level range and probably half the zone is going to be open to you. Sure, if you go help Farmer Bob with his bandit problem, it will chain all the way through that, but you never needed to help Farmer Bob, you could go see what is up at Farmer Joe's instead. You can see in the gameplay videos the Scout NPC that the players talk to, who shows them 4-5 different places on the map they might go at that level range.
To me, I think one huge difference between the GW2 system and the traditional quest system has to do with whether you or the mobs are the initiator of combat. The majority of your quests to kill or collect or assassinate someone, you're in total control. You choose when to attack. Occassionally you'll accept a quest that is an escort or will cause mobs to spawn and attack, but they're not as common (partly because a lot of quests are single player, and partly because in a trinity system the tank needs to grab aggro, which is very hard with onrushing mobs). Very very rarely, you'll get something like WoW's Battle of Darrowshire, which is probably the closest they've come to a dynamic event, but that was a raid quest. What the GW2 system allows is for mobs to be more proactive. Mobs can spawn with the goal of destroying hay bales. You're still needing to kill X (a variable X because the events scale, reflected in "enemy morale"), but the win condition is different, and not as easily managed in a traditional quest system.
Also, events happen whether players are there or not. If the whole zone is empty, then the centaurs and bandits will have taken over everywhere. But all hope is not lost because players can always start those chains at the very beginning (fighting off the centaurs and rezzing the dead NPCs).
Even though events are cyclical, they do have an effect on the world. An example they've mentioned is that the broodmother drives off fishermen if she isn't killed, and then merchants won't be able to sell fish.
And I want to stress again that you never need to talk to anyone to do an event. There might be an NPC with a beacon over her head telling you she's sick (because some people want to have that or need that kind of direction), but you never have to talk to her. You could be walking by the farm, see the green clouds and investigate on your own.
It really does go beyond all this though. It's the total package. More active combat. PVE built from the ground up to completely eliminate griefing and encourage cooperation. A personal storyline for your character affected by your character creation and choices made in game. And B2P on top of it all. It's really no surprise that so many people are excited about it.
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it." -Jeff Strain, co-founder of ArenaNet, 2007
What's the big deal about GW 2? Hm for the start, its based on GW 1 and its done by ArenaNet. And also, they are doing something new - thats what I like about Anet - every expansion for Guild Wars was something new - guess why - B2P - they have to do it so freakin awesome so more and more ppl will buy it. P2P games are just how hold ppl to this world so long so they will hold 4ever. Means they look what are you mostly doing and they upgrade it - reason why Cataclysm recreated Azeroth - most ppl in WoW do alts over and over.
Played: Lineage 2,Guild Wars 1 and 2, Age of Conan, Ragnarok Online, LOTRO, World of Warcraft, League of Legends, EvE online
Tried: KAL Online, Face of Mankind, ROSE online
Playing: CS:GO
Yes please read this as the snippets of what people are posting can give you a glimpse of what DE's are but this video sums it up quite nicely.
What's the big deal?
No more trinity gameplay, 5 man dungeons that could actually for once be different and fun again.
Open world pve with living quests, by this i mean that things are always happening even if you're not participating, you won't start and end all events, you'll just turn up to them.
Full pvp leveling if you feel like it, just enter the Mists and play your heart out.
Competitive small scale PVP with level plane field (no more getting beat because the other team had farmed more gear)
Personal story, single player game that you can play with your friends in a MMO enviroment.
I guess that's that, i'm probably more jaded then you when it comes to MMOs and i'm very happy with the direction Anet is taking GW2.
nothing, you've seen through the wall of hype. they've just masked it and gave it a different name. your post nailed it.
Wrong. Not all games do this. Granted, most do... but there is a whole genre of MMO's that don't - sandboxes. Quests, whether WoW-style or GW2-style, are artificial means of giving players something to do. In true sandboxes you don't have quests, and instead decide what to do yourself. Like in Mortal Online, for example: The only quests in the game are big, serverwide events that go to the next step when anyone figures it out or manages the part in question. There are no questgivers, simply a chain of events where you have to figure out what to do and how to keep it going on your own. There's also a guy at the starting zone telling you he'll buy mushrooms if you pick them up... but so will any other vendor, so I don't really consider this a quest.
Lol. You make it sound fun when it's not. But that's just a personal preference of mine considering I don't like PvP oriented games. Guild Wars PvP is nice but if there's PvP in the entire game world than it's not my style.
The only reason why the NPC's are there to tell you where to go is because some people like to be directed where to go. You won't have to talk to anyone to activate quests as said here http://www.gdcvault.com/play/1013691/Designing-Guild-Wars-2-Dynamic
I say if you are not open to new things then you are a moron because conformity exterminates evolution and I think the MMO genre needs to evolve.
-I am here to perform logic