Crazed Rabbit
05-21-2011, 19:08
Or so the makers claim in this interview: (http://www.rockpapershotgun.com/2011/05/18/guild-wars-2-quests/)
They do seem to have a new approach to 'questing' - mainly by replacing it altogether;
RPS: You were talking about needing 10,000 designers to make a proper solo experience – what’s the comfortable middleground between having that meat of content and where you have to have some of the traditional MMO treadmill content purely to be practical?
Martin Kerstein: The good thing is that events are, like I say, cyclical but the cycles vary. We have small events, which might cycle a little faster; we have really big challenging events… I don’t know the exact cycles, but it really isn’t like you hand in your quest and then you see a respawn of exactly the same thing. You defend the fort against Centaurs and you push them back, all of a sudden you will see the NPCs and the merchants come back, they bring in guards and you keep pushing the Centaurs further, maybe back to their stronghold. Then as long as you keep them confined, your village is safe. If the players then decide ‘ah, I don’t want to stay here anymore’ and go somewhere else, then all of a sudden the centaurs find there’s nobody there to keep them from taking over the village so they start pushing forwards.
The good thing is those events run even if there are no players involved – if there are no players, the enemy will take over and you’ll have to get it back before you can actually do anything. That’s why it feels more organic and breathing. If you log out in the evening and you know ‘ok, we had control of that stronghold over there’ but you look in the next day and it’s ‘holy crap, what happened? Where did all these monsters come from, where are the merchants, what happened to this town?’ It’s changing all of the time, not having the exact same guys standing in the exact same spots, always saying the same stuff.
More interesting info through the link.
CR
They do seem to have a new approach to 'questing' - mainly by replacing it altogether;
RPS: You were talking about needing 10,000 designers to make a proper solo experience – what’s the comfortable middleground between having that meat of content and where you have to have some of the traditional MMO treadmill content purely to be practical?
Martin Kerstein: The good thing is that events are, like I say, cyclical but the cycles vary. We have small events, which might cycle a little faster; we have really big challenging events… I don’t know the exact cycles, but it really isn’t like you hand in your quest and then you see a respawn of exactly the same thing. You defend the fort against Centaurs and you push them back, all of a sudden you will see the NPCs and the merchants come back, they bring in guards and you keep pushing the Centaurs further, maybe back to their stronghold. Then as long as you keep them confined, your village is safe. If the players then decide ‘ah, I don’t want to stay here anymore’ and go somewhere else, then all of a sudden the centaurs find there’s nobody there to keep them from taking over the village so they start pushing forwards.
The good thing is those events run even if there are no players involved – if there are no players, the enemy will take over and you’ll have to get it back before you can actually do anything. That’s why it feels more organic and breathing. If you log out in the evening and you know ‘ok, we had control of that stronghold over there’ but you look in the next day and it’s ‘holy crap, what happened? Where did all these monsters come from, where are the merchants, what happened to this town?’ It’s changing all of the time, not having the exact same guys standing in the exact same spots, always saying the same stuff.
More interesting info through the link.
CR