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Originally Posted by agrios
You talk this game?s storlyine doesnt compel you. But, thell me about a MMO who even got a storyline?
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The storyline in MMORPGs are typically delivered through short movies, quests and NPCs. That's how you can judge the quality of the story. Do I feel like reading what an NPC has to say, or do I just blindly click through the text? Most outposts have a loremaster or a storyteller. Have you communicated with them?
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Originally Posted by Squire Zachery (Guild Wars NPC)
The original construction started in the year 898 AE. The first phase was complete nearly one hundred years later, but every king who has ruled Ascalon since has added to it. It's sort of a living structure, getting bigger and more massive with each passing monarch.
It was built to keep out the Charr, of course. The beasts from the north have plauged these lands for centuries. If we'd only known they had such powerful magic, maybe we would have been able to avert the Searing, and Ascalon would be whole and healthy today. But we didn't, and there is no sense in dwelling on what could have been, right?
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How many of you have read that before? That's where I think Guild Wars has trouble. It's not the story as much as the delivery... and the fact that the story doesn't treat me a hero. "What call us is Victory", but can you really find any true victory in the game?
In PvP, you're one guild. That means one group in thousands can be a winner.
In PvE, you're on the run. The Charr kick your ass. The Dwarves kick your ass. The undead kick your ass. You get betrayed. You are basically a mess. Then, when all of this all comes to the finale, what happens? Heh... I won't ruin the story, but it really made me wonder what I was fighting for.
In MMORPGs that I had enjoyed, there was better storytelling. Earth & Beyond was probably the best example. It made me laugh. It made me wonder about the hidden details of the plot. In Guild Wars, the best part of the story can be summed up with one word - Gwen. Love her or hate her, at least she interacts with you. Plus, there is mystery there. Hopefully Chapter 2 continues on themes like this.
I think the biggest problem Guild Wars has is the interaction with the environment.
You can't jump
You don't run into random encounters
You get stopped by invisible walls
Plus, the strongest characters are not used to their full potential. Cynn, Devona and that lucky ranger dude who hangs out with them all the time... they should be more than just background noise for your party. The lore on the official site is heavily focused on these three characters. Yet... the game doesn't put the spotlight on them. I think the game would have benefitted from focusing on Cynn, Devona and Ranger Guy... instead of wasting so much time with Rurik. The prince is just a mess. He's ultimately a loser... a sad... sad... pathetic loser. Cynn, Devona, Mhenlo and Ranger Guy... those characters are winners. Not to mention, Cynn and Devona are easier on the eyes.
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About wars, have you ever tried Lineage 2? The sieges are everything you seem to like: Loads of players on fierce battles, defendind and invading.
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I missed the boat for that game. I thought about starting a fansite when that game was released, but it was a time conflict with Guild Wars. I wasn't prepared to support two games, as I was just getting started with Guild Wars. Although, I love a lot of things about Lineage 2. I would get chills watching those movies.
http://www.lineage2.com/pds/pds_movie.html
The TGS 2003 - Gameplay Movie (10/03/2003) - that's an emotional video. Awwwh... the poor elf lady. And wow... Bill Brown's music is just awesome. It's stronger, more rich.
In the end, I chose Guild Wars. Why? I think there's more potential with Guild Wars. We're talking about little tweaks to make things better. ArenaNet now has the benefit of experience. They can see what works and what needs improvement with Chapter 1.
If you listen to Jeremy Soule's new music for Guild Wars, you can hear how his new stuff is better suited for Guild Wars. Plus, the developers have been responsive to the community. I was so happy on the day that ArenaNet introduced First Person Perspective into Guild Wars. It really improved immersion and it made taking screenshots a lot easier. I'd love to see ArenaNet add things like jumping... open areas... swimming... arts & crafts... a more robust feel about the world.
I'm not looking for more professions or more skills. I hope there's more to Chapter 2 than that. I'm looking for the gaming experience to improve...
- Better Guild Features
- More immersion
- Design Improvements
- More exciting PvP
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Some invisible dude that backstabs you 3 times in a row is not steatlthy, you actually KNOW hes there. I On this matter I hear a lot of about WoW Rogues BS.
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I've played World of Warcraft. Rogues are not too much of a threat one-on-one. In the battlegrounds, they clean house. That's because you're distracted by the fog of war. While you're busy trying to capture a base, they can sneak right up behind you. That's how it should be.
I can't see how stealth would translate into tombs. Everyone knows to stick together, or you'll just get picked off. There is no reason for a team to spread out. There are only a few viable tactics to employ. In many other team based PvP games, one person can run off and make a difference. You can't really do that in Guild Wars. You can't solo the Guild Lord. You're not going to surprise many teams running a relic. You certainly cannot hold a Dias solo... unless you're playing against one really weak team. OK... so it's about teamwork, but too many players are just not in that mindset. I know I'm not. I know I don't want to micromange my skill set. I don't want to check who's bringing what. I just want to play.
I'm curious as to what ArenaNet is thinking. Are they happy with PvP? Ultimately, that's all that really matters. If ArenaNet still believes PvP is the way it should be, then one should not expect the system to change. HA HA. Yet, with the addition of stealth, it really does force a critical look at PvP. Is the game where it should be?