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View Full Version : Guild Wars 2 - Personal Stories


Capt_Thad
05-28-2010, 01:12 PM
http://www.guildwars2.com/en/the-game/personal-stories/personal-story-overview/

GW blog entry on their replacement for the traditional quest system:

One of the challenges of a massively-multiplayer game is that in being inclusive to a vast number of people, it loses a lot of the personal interaction that makes single-player RPGs so much fun. When you're looking at the games on the store shelf, it seems you have only two options - a game that you can play with your friends, or a game that has a satisfying personal story. The Guild Wars 2 design team believes that a game should have both.

We believe that telling a story begins with creating a deep, realistic world. Player characters should be the focus as much as possible, and be offered choices and decisions that meaningfully impact the world around them. NPCs should have understandable motivations, real character flaws, and believable relationships with the player and with each other. Cities should feel like centers of activity. The world's history should make sense. The original Guild Wars had already done a great deal of work in that direction - Tyria is an amazingly detailed fantasy setting, a rich and vibrant world. We wanted to live up to what we had done in the past, and carry it forward into our new game.

Bit of a read, but a lot of info. There's also a Q&A Followup (http://www.arena.net/blog/ree-soesbee-answers-your-questions-about-gw2-personal-storylines) to check out.

Man the event system sounded cool, but this just sweeps it aside. I'm really hoping for once in the MMO world that this isn't just hot air/fluff and we're getting a concept of real content.