My only real question at the moment is "how much voice acting is going to be in the game?" They have made a big deal a few times about how reading paragraphs of text is bad design, and they describe the dynamic quest system as something we just "see and go along with." The question is, isn't that sort of system going to require a pretty sizable amount of voice acting? Sure, no words are needed for an event such as a dragon attacking a village due to its visually self-explanatory nature, but what about events having to do with speaking species and intricate plotlines? Are we just going to see big streams of chat bubbles above the NPC's heads?
They really need to make a video of one of these event chains in action rather than just giving us a bunch of hypothetical written examples.
Originally posted by twrule My only real question at the moment is "how much voice acting is going to be in the game?" They have made a big deal a few times about how reading paragraphs of text is bad design, and they describe the dynamic quest system as something we just "see and go along with." The question is, isn't that sort of system going to require a pretty sizable amount of voice acting? Sure, no words are needed for an event such as a dragon attacking a village due to its visually self-explanatory nature, but what about events having to do with speaking species and intricate plotlines? Are we just going to see big streams of chat bubbles above the NPC's heads? They really need to make a video of one of these event chains in action rather than just giving us a bunch of hypothetical written examples.
I think the main focus they are getting at is that you're not going to be reading paragraphs upon paragraphs of quest lore that ends up often getting ignored and following the basic quest system.
I can still see them using written words for dialogue, I don't think that will take away anything when you're in the heat of the moment. It'll definitely add to it, but I imagine that wuold take considerable amounts of voice acting for every single scenario. Maybe in the personal stories but not the dynamic events.
I love how he pretty much completely ignored the second question and used that question to talk about a different game system. Grant it, the question didn't deal with Guild Wars 2 so much as it delt with the whole MMO-genre, but I still think it's funny.
He also seems to contridict himself. He says that it will change the world, but then he goes on to say it will be cyclical and start over eventually. So I guess it changes the world, but only for some period of time. Then he goes on to contrast Guild Wars 2's "Dynamic" Events system with War's Public Quest system, but they really aren't so different on a macroscale, because eventually they both repeat.
I'm still stoked for this game, espicially since I've been a fan of Guild Wars since Beta, but I don't appreciate the double-speak and ignoring of questions.
well duh ... of course its going to by cyclical. they aren't going to put all this work in the world if its a one time thing.
I imagine it will be like this, dynamic event will happen where centaurs will attack a town and establish that as a fort. if players fail to save the town it becomes the centaur fort. centaurs then launch attacks on other towns for a few days but then eventually they will be kicked out of that town by an NPC army (if no players help) and the town will be rebuilt. only to have the centaurs attack another day.
but thats pretty cool you could even have those as player events.
players battle for town - one event
if players lose - players now have to stop the centuars from building a fort - another event
if players dont do that - centaurs send warband to other towns - more fights for players
main kingdom sends help to take down fort with players help
once recaptured the town must be rebuilt - players must gather items to help rebuild, and maybe crafters must help.
love the sound of this system.
as for the casual player that asked "what happens if you log in a town that is overtaken after you log out" ... You die most games don't have a harsh death penalty so who cares.
I love how he pretty much completely ignored the second question and used that question to talk about a different game system. Grant it, the question didn't deal with Guild Wars 2 so much as it delt with the whole MMO-genre, but I still think it's funny.
He also seems to contridict himself. He says that it will change the world, but then he goes on to say it will be cyclical and start over eventually. So I guess it changes the world, but only for some period of time. Then he goes on to contrast Guild Wars 2's "Dynamic" Events system with War's Public Quest system, but they really aren't so different on a macroscale, because eventually they both repeat.
I'm still stoked for this game, espicially since I've been a fan of Guild Wars since Beta, but I don't appreciate the double-speak and ignoring of questions.
It can go back to the events original state..depending on what choice you make. But it doesnt mean it will certainly do. I think you misudnerstood what he said.
Depending upon how sophisticated thier system is, it really opens up some interesting possibilities...
Imagine the following:
There is a simple mine somewhere. There is a random chance that it can be attacked by critters (maybe say giant spiders) on any given day. If the critters capture the mine (no players intervene or the players fail in the attempt), it becomes the spiders lair (state 1), if the critters are driven off it remains a working mine (state 2). If it's in the state of the spiders lair, if players kill x number of spiders it can go back to a working mine again (state 1).
In itself this doesn't sound too exciting....until you realize that the state the mine is in can have consequences elsewhere...
Say if the mine is working then the militia of a nearby village are well armed, if not then they are poorly armed. On a random timer (completely unrelated to the one in the mine) the village has the possibility of being attacked by orcs. The militia, regardless of armament, will fight against the orcs. If they are better armed, they'll fight better....regardless it'll be upto players to determine the outcome of the fight. The results can lead to one of 3 states for the village. If the players beat off the orc attack with ease then the village remains in it's normal operational state (state 1), if the players beat off the orc attack but with great difficulty then the village is sacked (state 2) it remains freindly but most of it's services are non-functional. If the players fail to beat off the orc attack entirely then the village is captured by the orcs(state 3). It remains captured by the orcs until players come along to kill off enough of them...then it flips to sacked (state 2) .....and will stay that way until player crafters help rebuild it (reverting it to state 1).
Now, if the village is freindly or sacked (states 1 or 2) it will trigger a caravan of food to be generated and travel along a road to a nearby city. A sacked village will put 10 food crates in the caravan, a normal one 20.
The caravan (if it's running) can be attacked by bandits along the road and (again depending upon the players again) either get through (in which case the food gets delivered) or not (no food delivery).
You could then have a timer that runs every week to see how many crates of food got delivered to the city... and if it's less the 100 (lets say) then that can trigger a Famine event to occur in the city...which sets off it's own whole series of events/states.
Depending upon how sophisticated the engine the developers create is and how much content thier willing to put into this system...it could be very cool.
Of course, just having the base system in place allows them to add content and make things more sophisticated as they update the game.
After AoC and WAR launches I try not to get too hyped about up and coming games.. But after reading all the stuff about GW2, if they can pull off all this sunshine they are blasting up my rear, you can slap an ArenaNet sticker on my forehead and call me a fanboi.. lol
well beside the fact that this game is going to own this mmorpg unvierse, i found this a bit of stange so to speak,
"There is also the added bonus you can experience our dynamic event system without having to pay a monthly fee!"
hmm we all know that g2 will have no monthly fees since day 1, and yet he chose to say that, what more strange that hes saying its a bonus without charge, so other staff are?
am i just being too sleepy?
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well beside the fact that this game is going to own this mmorpg unvierse, i found this a bit of stange so to speak,
"There is also the added bonus you can experience our dynamic event system without having to pay a monthly fee!"
hmm we all know that g2 will have no monthly fees since day 1, and yet he chose to say that, what more strange that hes saying its a bonus without charge, so other staff are?
am i just being too sleepy?
He's just telling it people who still assume it it will have a monthly fee. I mean look at how many people still think it will be completely instanced when it's been stated otherwise multiple times since day one..... Some people just aren't quick on the up take or spout crap about games they know nothing about.
well beside the fact that this game is going to own this mmorpg unvierse, i found this a bit of stange so to speak,
"There is also the added bonus you can experience our dynamic event system without having to pay a monthly fee!"
hmm we all know that g2 will have no monthly fees since day 1, and yet he chose to say that, what more strange that hes saying its a bonus without charge, so other staff are?
am i just being too sleepy?
He's just telling it people who still assume it it will have a monthly fee. I mean look at how many people still think it will be completely instanced when it's been stated otherwise multiple times since day one..... Some people just aren't quick on the up take or spout crap about games they know nothing about.
You'll always find those that won't believe anything no matter how many times the developers say or show it. SWTOR is still an instanced single player game to many on this forum. I don't think those people will believe anything about the game being open world until they get slapped in the face with on hands experience. (by them or another player maybe)
I understand that everyone is speculating as to how the game may or may not work. I'm going to do everyone a favor and say that you should throw out those speculations because there are no specifics yet. I see alot of headaches arising and it is kind of silly to speculate something about a game that the developers have not specifically said how it is going to work. I strongly believe that ANet will think about all of these things that many of you have posted about and take appropriate actions following. I am not trying to be hostile in any way towards anyone. In fact, I am trying to do none of that whatsoever. I am just saying that all of these speculations mean nothing until specifics are stated closer to game release. Once ANet knows how these things are going to work and have it down to a science, they will let everyone know when the time comes. This is practically just the core of how the Dynamic Events system will work. All of the issues that most of you speak of will most likely be dealt with so no worries. ANet will release more in-depth information about this at some point in the near future, and when this happens we will all know how its going to work without any speculating at all... knowing is half the battle!
i think i'll buy GW 2 and give it a go just for breaking the fucking monotony and trying to give something innovative for a change, and feeding the MMO community the same recycled and repolished everybody else does
I find their dynamic questing a god sent! I've been aching for something like this!!
Not overly thrilled about the scaling down but im willing to give it a shot
At first after watching some of the preview movies they released, I thought, omg they are using aftereffects as a cheap means to make a movie. I had to do that for my graphic design degree.
But now, I'm happy.
My introduction to MMOs was Guild Wars. I then played WoW after getting bored. Then I got bored of WoW and then... well... I have never found a game that can keep me interested for more then a month. Normally games last 3-5 days with me. I truely look forward to this. Guild Wars wasn't the perfect MMO, but it was for me when I started playing MMOs for the first time. It was the only game I actually had max level characters in all the classes. Yes, I know the cap was 20.
In WoW I have a druid and a warlock at max and that is it. Well except when the last expansion came out. So I guess I don't have max level characters in any game but Guild Wars. Guild Wars was so different from all other MMOs and I really expect Guild Wars 2 to be just as different. Even if the game only last me 6 months. It will be well worth it, but I think they will do a great job. I allways thought they would be the ones to make the new standards for an MMORPG and beat WoW. I just hope my guess is right.
And even if the game somehow is bad; I'll get every expansion because I loved the original so much.
And please take your time with the game. All these games being released unfinished is not worth it. I may want the game now, but I rather have a late game with quality then an early game without quality.
Depending upon how sophisticated thier system is, it really opens up some interesting possibilities...
Imagine the following:
There is a simple mine somewhere. There is a random chance that it can be attacked by critters (maybe say giant spiders) on any given day. If the critters capture the mine (no players intervene or the players fail in the attempt), it becomes the spiders lair (state 1), if the critters are driven off it remains a working mine (state 2). If it's in the state of the spiders lair, if players kill x number of spiders it can go back to a working mine again (state 1).
In itself this doesn't sound too exciting....until you realize that the state the mine is in can have consequences elsewhere...
Say if the mine is working then the militia of a nearby village are well armed, if not then they are poorly armed. On a random timer (completely unrelated to the one in the mine) the village has the possibility of being attacked by orcs. The militia, regardless of armament, will fight against the orcs. If they are better armed, they'll fight better....regardless it'll be upto players to determine the outcome of the fight. The results can lead to one of 3 states for the village. If the players beat off the orc attack with ease then the village remains in it's normal operational state (state 1), if the players beat off the orc attack but with great difficulty then the village is sacked (state 2) it remains freindly but most of it's services are non-functional. If the players fail to beat off the orc attack entirely then the village is captured by the orcs(state 3). It remains captured by the orcs until players come along to kill off enough of them...then it flips to sacked (state 2) .....and will stay that way until player crafters help rebuild it (reverting it to state 1).
Now, if the village is freindly or sacked (states 1 or 2) it will trigger a caravan of food to be generated and travel along a road to a nearby city. A sacked village will put 10 food crates in the caravan, a normal one 20.
The caravan (if it's running) can be attacked by bandits along the road and (again depending upon the players again) either get through (in which case the food gets delivered) or not (no food delivery).
You could then have a timer that runs every week to see how many crates of food got delivered to the city... and if it's less the 100 (lets say) then that can trigger a Famine event to occur in the city...which sets off it's own whole series of events/states.
Depending upon how sophisticated the engine the developers create is and how much content thier willing to put into this system...it could be very cool.
Of course, just having the base system in place allows them to add content and make things more sophisticated as they update the game.[/quote]
Exactly. It actually makes it a living world becuase one small thing like the mine can potentially change the whole world. Now what they mean by cycling would be that like if it was taken by spiders and the soldiers had bad weapons and if they lost the village would be controlled by orcs. Then if players took back the fort then the people would come back. Also if the players took back the mine as well then everything is the same again, it doesn't restart like a timer, it only "seems" the same, but it really isn't because events that were caused by the fort being taken by orcs could still be in effect.
Actually, it seems that things are always in an event, the way it sounds is that no matter if the place seems normal or not, it is pretty much an event. Like if a village is controlled by friendly npc's then it effects how the unfriendly npc's (monsters) act and if it's controlled by the monsters, then it effects how the npc's act. So really, everything is always in an event I guess.?
But back to the point, its constantly different all the time and just because a city is destroyed while dredge are killing people in a nearby village doesn't mean the city is destroyed everytime the dredge attack that same village.
i think i'll buy GW 2 and give it a go just for breaking the fucking monotony and trying to give something innovative for a change, and feeding the MMO community the same recycled and repolished everybody else does
I find their dynamic questing a god sent! I've been aching for something like this!!
Not overly thrilled about the scaling down but im willing to give it a shot
Well, scaling down events is a must. Just look on WARs public quests, no one is doing them anymore because there never is enough people.
Scaling down dungeons is a different thing, I am not overly found of such things myself.
i think i'll buy GW 2 and give it a go just for breaking the fucking monotony and trying to give something innovative for a change, and feeding the MMO community the same recycled and repolished everybody else does
I find their dynamic questing a god sent! I've been aching for something like this!!
Not overly thrilled about the scaling down but im willing to give it a shot
Well, scaling down events is a must. Just look on WARs public quests, no one is doing them anymore because there never is enough people.
Scaling down dungeons is a different thing, I am not overly found of such things myself.
You can pretty much assume that there will be end game dungeons that do not scale, but instead require groups to complete (which would be the best scenario imo.)
We've all learned, at one point or another, to take the words of Flava Flav to heart: Dont, don't, don't... don't believe the hype.
Getting excited about promises made by an MMO developer is a mistake we've all made at one point or another, and we're now wise enough not to fall for it again.
I'll believe their promises when I see it, and not a moment sooner.
This gets more and more interesting. The science of complexity has come a long way in recent years, and the basic "discovery" is that emergent behaviour is often irreducible.
This means that complexity can emerge from simple interactions between many, small units, producing a whole that can not be predicted from the study of units in isolation. Examples are the nests built by colonies of ants - none of the individual ants ever have a picture of nest architecture in mind somehow, they are simply reacting to one another based on a few, simple rules.
If places on the world map can be allocated a "state", and there is communcation between places following simple rules, then the emergent complexity is remarkable, assuming there are a decent number of places. Add in the players, and not even the creators can possibly know what will happen.
It wont be scripted and it wont be random. Very nice.
This gets more and more interesting. The science of complexity has come a long way in recent years, and the basic "discovery" is that emergent behaviour is often irreducible.
This means that complexity can emerge from simple interactions between many, small units, producing a whole that can not be predicted from the study of units in isolation. Examples are the nests built by colonies of ants - none of the individual ants ever have a picture of nest architecture in mind somehow, they are simply reacting to one another based on a few, simple rules.
If places on the world map can be allocated a "state", and there is communcation between places following simple rules, then the emergent complexity is remarkable, assuming there are a decent number of places. Add in the players, and not even the creators can possibly know what will happen.
It wont be scripted and it wont be random. Very nice.
Let's face it, time and time again we've been let down by companies that just couldn't deliver. I think the biggest reason why they may be the ones to get it right is that ArenaNet actually wants to make a game, not something that will let them open their own banks. Don't get me wrong I'm all for making money, but it just seems to me that the good games, the really good games are made by people who are in it to make games, not disgusting amounts of money. And if the first guild wars is any indication, ArenaNet is in it to make games.
After AoC and WAR launches I try not to get too hyped about up and coming games.. But after reading all the stuff about GW2, if they can pull off all this sunshine they are blasting up my rear, you can slap an ArenaNet sticker on my forehead and call me a fanboi.. lol
This.
Yet, it all lines up. A.Net has proven their B2P business model works. They have delivered solid gaming and have shown they care about the gamer, not lining their own pockets. I think we're all just a little tired of being ran around with promises and nothing but credit card payments to show for it.
It's obvious through the animations released, the manifesto, and interviews that A.Net are not afraid to put quality into their work. It's also obvious through their previous launch that they deliver the expectations they set.
There is no question that A.Net is breaking grounds that have been stagnant since 2004. There is no question about wether or not I'll be buying a box. While I'm at it, better make it two...
Yeah, I followed what ArenaNet did in GW1 closely, though never actually played the game. The way it was instanced and such just never appealed to me. Always found myself saying "If only it was in a persistent world"....
I also like how complete the game looks already. We just got word of it a week or so ago, and it already looks like it is more complete than some other titles that have been getting hype for much longer (FFXIV and SW:TOR respectively). Which again I like; seems to be a bit of a strategy to avoid other companies who might try to patch similar features into their already mature product before GW2 has a chance to hit the shelves.
Just thought i would throw in the fact that we did not just get word of GW2 a week ago lol. They announced they were working on it way back in like 2007. The game is expected to release probably some time in early 2011. I know im picking it up for sure, already got it reserved Loved gw1 and gw2 is my most anticipated game!
Comments
My only real question at the moment is "how much voice acting is going to be in the game?" They have made a big deal a few times about how reading paragraphs of text is bad design, and they describe the dynamic quest system as something we just "see and go along with." The question is, isn't that sort of system going to require a pretty sizable amount of voice acting? Sure, no words are needed for an event such as a dragon attacking a village due to its visually self-explanatory nature, but what about events having to do with speaking species and intricate plotlines? Are we just going to see big streams of chat bubbles above the NPC's heads?
They really need to make a video of one of these event chains in action rather than just giving us a bunch of hypothetical written examples.
I think the main focus they are getting at is that you're not going to be reading paragraphs upon paragraphs of quest lore that ends up often getting ignored and following the basic quest system.
I can still see them using written words for dialogue, I don't think that will take away anything when you're in the heat of the moment. It'll definitely add to it, but I imagine that wuold take considerable amounts of voice acting for every single scenario. Maybe in the personal stories but not the dynamic events.
well duh ... of course its going to by cyclical. they aren't going to put all this work in the world if its a one time thing.
I imagine it will be like this, dynamic event will happen where centaurs will attack a town and establish that as a fort. if players fail to save the town it becomes the centaur fort. centaurs then launch attacks on other towns for a few days but then eventually they will be kicked out of that town by an NPC army (if no players help) and the town will be rebuilt. only to have the centaurs attack another day.
but thats pretty cool you could even have those as player events.
players battle for town - one event
if players lose - players now have to stop the centuars from building a fort - another event
if players dont do that - centaurs send warband to other towns - more fights for players
main kingdom sends help to take down fort with players help
once recaptured the town must be rebuilt - players must gather items to help rebuild, and maybe crafters must help.
love the sound of this system.
as for the casual player that asked "what happens if you log in a town that is overtaken after you log out" ... You die most games don't have a harsh death penalty so who cares.
There's a fansite called http://www.guildwars2guru.com/
They have links to other articles regarding this dynamic event system, as well as their own interview.
I hope MMORPG doesn't mind me linking the fansite. I apologize if I've violated any linking rules.
I have high hopes, I think they can pull it off, my only concern is players attempting to exploit the cyclical nature of these events.
Wisdom is conquered with patience.
Dynamic events that actually effect the world sounds awesome, and I am very glad to see that they are learning from WAR's deeply flawed PQ system.
It can go back to the events original state..depending on what choice you make. But it doesnt mean it will certainly do. I think you misudnerstood what he said.
Depending upon how sophisticated thier system is, it really opens up some interesting possibilities...
Imagine the following:
There is a simple mine somewhere. There is a random chance that it can be attacked by critters (maybe say giant spiders) on any given day. If the critters capture the mine (no players intervene or the players fail in the attempt), it becomes the spiders lair (state 1), if the critters are driven off it remains a working mine (state 2). If it's in the state of the spiders lair, if players kill x number of spiders it can go back to a working mine again (state 1).
In itself this doesn't sound too exciting....until you realize that the state the mine is in can have consequences elsewhere...
Say if the mine is working then the militia of a nearby village are well armed, if not then they are poorly armed. On a random timer (completely unrelated to the one in the mine) the village has the possibility of being attacked by orcs. The militia, regardless of armament, will fight against the orcs. If they are better armed, they'll fight better....regardless it'll be upto players to determine the outcome of the fight. The results can lead to one of 3 states for the village. If the players beat off the orc attack with ease then the village remains in it's normal operational state (state 1), if the players beat off the orc attack but with great difficulty then the village is sacked (state 2) it remains freindly but most of it's services are non-functional. If the players fail to beat off the orc attack entirely then the village is captured by the orcs(state 3). It remains captured by the orcs until players come along to kill off enough of them...then it flips to sacked (state 2) .....and will stay that way until player crafters help rebuild it (reverting it to state 1).
Now, if the village is freindly or sacked (states 1 or 2) it will trigger a caravan of food to be generated and travel along a road to a nearby city. A sacked village will put 10 food crates in the caravan, a normal one 20.
The caravan (if it's running) can be attacked by bandits along the road and (again depending upon the players again) either get through (in which case the food gets delivered) or not (no food delivery).
You could then have a timer that runs every week to see how many crates of food got delivered to the city... and if it's less the 100 (lets say) then that can trigger a Famine event to occur in the city...which sets off it's own whole series of events/states.
Depending upon how sophisticated the engine the developers create is and how much content thier willing to put into this system...it could be very cool.
Of course, just having the base system in place allows them to add content and make things more sophisticated as they update the game.
LOLLLLLLLLLLLLLL
wowwww i really did laugh out loud on that one
hahahaha me too man.. me too
well beside the fact that this game is going to own this mmorpg unvierse, i found this a bit of stange so to speak,
"There is also the added bonus you can experience our dynamic event system without having to pay a monthly fee!"
hmm we all know that g2 will have no monthly fees since day 1, and yet he chose to say that, what more strange that hes saying its a bonus without charge, so other staff are?
am i just being too sleepy?
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He's just telling it people who still assume it it will have a monthly fee. I mean look at how many people still think it will be completely instanced when it's been stated otherwise multiple times since day one..... Some people just aren't quick on the up take or spout crap about games they know nothing about.
You'll always find those that won't believe anything no matter how many times the developers say or show it. SWTOR is still an instanced single player game to many on this forum. I don't think those people will believe anything about the game being open world until they get slapped in the face with on hands experience. (by them or another player maybe)
I understand that everyone is speculating as to how the game may or may not work. I'm going to do everyone a favor and say that you should throw out those speculations because there are no specifics yet. I see alot of headaches arising and it is kind of silly to speculate something about a game that the developers have not specifically said how it is going to work. I strongly believe that ANet will think about all of these things that many of you have posted about and take appropriate actions following. I am not trying to be hostile in any way towards anyone. In fact, I am trying to do none of that whatsoever. I am just saying that all of these speculations mean nothing until specifics are stated closer to game release. Once ANet knows how these things are going to work and have it down to a science, they will let everyone know when the time comes. This is practically just the core of how the Dynamic Events system will work. All of the issues that most of you speak of will most likely be dealt with so no worries. ANet will release more in-depth information about this at some point in the near future, and when this happens we will all know how its going to work without any speculating at all... knowing is half the battle!
Only time will tell(and a released game) will show how this all plays out. It does sound exciting though if it can be pulled off.
i think i'll buy GW 2 and give it a go just for breaking the fucking monotony and trying to give something innovative for a change, and feeding the MMO community the same recycled and repolished everybody else does
I find their dynamic questing a god sent! I've been aching for something like this!!
Not overly thrilled about the scaling down but im willing to give it a shot
At first after watching some of the preview movies they released, I thought, omg they are using aftereffects as a cheap means to make a movie. I had to do that for my graphic design degree.
But now, I'm happy.
My introduction to MMOs was Guild Wars. I then played WoW after getting bored. Then I got bored of WoW and then... well... I have never found a game that can keep me interested for more then a month. Normally games last 3-5 days with me. I truely look forward to this. Guild Wars wasn't the perfect MMO, but it was for me when I started playing MMOs for the first time. It was the only game I actually had max level characters in all the classes. Yes, I know the cap was 20.
In WoW I have a druid and a warlock at max and that is it. Well except when the last expansion came out. So I guess I don't have max level characters in any game but Guild Wars. Guild Wars was so different from all other MMOs and I really expect Guild Wars 2 to be just as different. Even if the game only last me 6 months. It will be well worth it, but I think they will do a great job. I allways thought they would be the ones to make the new standards for an MMORPG and beat WoW. I just hope my guess is right.
And even if the game somehow is bad; I'll get every expansion because I loved the original so much.
And please take your time with the game. All these games being released unfinished is not worth it. I may want the game now, but I rather have a late game with quality then an early game without quality.
[quote]
Depending upon how sophisticated thier system is, it really opens up some interesting possibilities...
Imagine the following:
There is a simple mine somewhere. There is a random chance that it can be attacked by critters (maybe say giant spiders) on any given day. If the critters capture the mine (no players intervene or the players fail in the attempt), it becomes the spiders lair (state 1), if the critters are driven off it remains a working mine (state 2). If it's in the state of the spiders lair, if players kill x number of spiders it can go back to a working mine again (state 1).
In itself this doesn't sound too exciting....until you realize that the state the mine is in can have consequences elsewhere...
Say if the mine is working then the militia of a nearby village are well armed, if not then they are poorly armed. On a random timer (completely unrelated to the one in the mine) the village has the possibility of being attacked by orcs. The militia, regardless of armament, will fight against the orcs. If they are better armed, they'll fight better....regardless it'll be upto players to determine the outcome of the fight. The results can lead to one of 3 states for the village. If the players beat off the orc attack with ease then the village remains in it's normal operational state (state 1), if the players beat off the orc attack but with great difficulty then the village is sacked (state 2) it remains freindly but most of it's services are non-functional. If the players fail to beat off the orc attack entirely then the village is captured by the orcs(state 3). It remains captured by the orcs until players come along to kill off enough of them...then it flips to sacked (state 2) .....and will stay that way until player crafters help rebuild it (reverting it to state 1).
Now, if the village is freindly or sacked (states 1 or 2) it will trigger a caravan of food to be generated and travel along a road to a nearby city. A sacked village will put 10 food crates in the caravan, a normal one 20.
The caravan (if it's running) can be attacked by bandits along the road and (again depending upon the players again) either get through (in which case the food gets delivered) or not (no food delivery).
You could then have a timer that runs every week to see how many crates of food got delivered to the city... and if it's less the 100 (lets say) then that can trigger a Famine event to occur in the city...which sets off it's own whole series of events/states.
Depending upon how sophisticated the engine the developers create is and how much content thier willing to put into this system...it could be very cool.
Of course, just having the base system in place allows them to add content and make things more sophisticated as they update the game.[/quote]
Exactly. It actually makes it a living world becuase one small thing like the mine can potentially change the whole world. Now what they mean by cycling would be that like if it was taken by spiders and the soldiers had bad weapons and if they lost the village would be controlled by orcs. Then if players took back the fort then the people would come back. Also if the players took back the mine as well then everything is the same again, it doesn't restart like a timer, it only "seems" the same, but it really isn't because events that were caused by the fort being taken by orcs could still be in effect.
Actually, it seems that things are always in an event, the way it sounds is that no matter if the place seems normal or not, it is pretty much an event. Like if a village is controlled by friendly npc's then it effects how the unfriendly npc's (monsters) act and if it's controlled by the monsters, then it effects how the npc's act. So really, everything is always in an event I guess.?
But back to the point, its constantly different all the time and just because a city is destroyed while dredge are killing people in a nearby village doesn't mean the city is destroyed everytime the dredge attack that same village.
Well, scaling down events is a must. Just look on WARs public quests, no one is doing them anymore because there never is enough people.
Scaling down dungeons is a different thing, I am not overly found of such things myself.
You can pretty much assume that there will be end game dungeons that do not scale, but instead require groups to complete (which would be the best scenario imo.)
Sounds cool, in theory.
We've all learned, at one point or another, to take the words of Flava Flav to heart: Dont, don't, don't... don't believe the hype.
Getting excited about promises made by an MMO developer is a mistake we've all made at one point or another, and we're now wise enough not to fall for it again.
I'll believe their promises when I see it, and not a moment sooner.
This gets more and more interesting. The science of complexity has come a long way in recent years, and the basic "discovery" is that emergent behaviour is often irreducible.
This means that complexity can emerge from simple interactions between many, small units, producing a whole that can not be predicted from the study of units in isolation. Examples are the nests built by colonies of ants - none of the individual ants ever have a picture of nest architecture in mind somehow, they are simply reacting to one another based on a few, simple rules.
If places on the world map can be allocated a "state", and there is communcation between places following simple rules, then the emergent complexity is remarkable, assuming there are a decent number of places. Add in the players, and not even the creators can possibly know what will happen.
It wont be scripted and it wont be random. Very nice.
Very well put sir.
What've you got to lose? You don't have to pay a monthly sub to play this, nor does it have an item shop.
Pay once and that's it.
Or ma'dam. Just assuming since most of the gaming community is male heh.
Let's face it, time and time again we've been let down by companies that just couldn't deliver. I think the biggest reason why they may be the ones to get it right is that ArenaNet actually wants to make a game, not something that will let them open their own banks. Don't get me wrong I'm all for making money, but it just seems to me that the good games, the really good games are made by people who are in it to make games, not disgusting amounts of money. And if the first guild wars is any indication, ArenaNet is in it to make games.
Just thought i would throw in the fact that we did not just get word of GW2 a week ago lol. They announced they were working on it way back in like 2007. The game is expected to release probably some time in early 2011. I know im picking it up for sure, already got it reserved Loved gw1 and gw2 is my most anticipated game!