I'm not really a thread starter, but your lack of hype for GW2 sickens me to the core OcUK.
Recently ArenaNet released a few articles, the first few covered some pretty impressive combat stuff and emphasised the desire to make this more streamlined and cooperative (part 1|part 2).
The new blog released today has got me really quite excited though. It seems like all the other new age MMOs are talking about how to improve combat alone, which in my opinion isn't the biggest issue with MMOs of late. The issue being that having a populated world usually just means that there is more unwanted competition for the resources you need to finish your quest, or just simply that other players in the world have zero impact on yourself, which is kind of at odds with the term MMORPG.
AreanNet has proposed a dynamic living breathing world that rejects the typical quests system. Identical quests aren't delivered by static NPCs that require mind numbingly tedious and repetitive "kill 10 hogs for meat" or "kill 10 hogs for snouts" that have no impact on the world. Player cooperation has been rethought, other players are no longer competition and groups can naturally form from events triggered by the world director or other players.
I won't bother trying to explain it in any more detail, just go read. It's a bit long so I thought I might quote some of the more interesting parts to tickle your fancy if you're lazy.
And a video of some elementalist skills for good measure.
Recently ArenaNet released a few articles, the first few covered some pretty impressive combat stuff and emphasised the desire to make this more streamlined and cooperative (part 1|part 2).
The new blog released today has got me really quite excited though. It seems like all the other new age MMOs are talking about how to improve combat alone, which in my opinion isn't the biggest issue with MMOs of late. The issue being that having a populated world usually just means that there is more unwanted competition for the resources you need to finish your quest, or just simply that other players in the world have zero impact on yourself, which is kind of at odds with the term MMORPG.
AreanNet has proposed a dynamic living breathing world that rejects the typical quests system. Identical quests aren't delivered by static NPCs that require mind numbingly tedious and repetitive "kill 10 hogs for meat" or "kill 10 hogs for snouts" that have no impact on the world. Player cooperation has been rethought, other players are no longer competition and groups can naturally form from events triggered by the world director or other players.
I won't bother trying to explain it in any more detail, just go read. It's a bit long so I thought I might quote some of the more interesting parts to tickle your fancy if you're lazy.
In Guild Wars 2, our event system won't make you read a huge quest description to find out what's going on. You'll experience it by seeing and hearing things in the world. If a dragon is attacking, you won't read three paragraphs telling you about it, you'll see buildings exploding in giant balls of fire, and hear characters in the game world screaming about a dragon attack.
in a traditional MMO, the character who gives you a quest will tell you ogres are coming to destroy the character's home, and you need to kill them. You then get a quest which says, "Kill 0/10 ogres" and you proceed to kill a bunch of ogres standing around in a field picking daisies. Since every player in the game needs to be able to do this quest, the ogres will never actually threaten the character's home - they will just eternally pick daisies in the field. The ogres aren't actually doing what the quest says they are - the game is lying to you!
At ArenaNet, we believe this is NOT good enough. In Guild Wars 2, if a character tells you ogres are coming to destroy a house, they will really come and smash down the house if you don't stop them!
...our event system, which allows the world to dynamically change based on actions and decisions made by the players. 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.
And a video of some elementalist skills for good measure.
Last edited: