Feedback:User/Deroude/Event mechanics

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The mechanic of a MMO is that players advance their level and items by following the story (major incentive), by grinding (small incentive or none at all) and by PvP (this is polarized, some find it a major incentive, some find it a pest; if you advertise your game as being mostly story driven you are bound to pick up a lot of those who find PvP a pest).

The event system in GW2 is a spectacular way of turning everyday game play into a story. And because the idea is so ingenious, I think it falls somewhat short: why? because it is limited to a rather small vicinity -- the centaurs who took a village don't inherently threaten the next village, then the major city, and after taking 2 cities, the capitol. The whole thing is really a back and forth movement in a closed area. That could change: there could be a front line shifting for real, by simply moving the tide of an event forward or backward on a predetermined graph. Ask me more about that if you think it has potential ;)

My name is Gabriel Valentin Raduti. I am a software developer myself with a phD started in MMO AI -- and a veteran game consumer, incidentally a happy Guild Wars 2 player.

I've had some ideas for a while about possible improvements in MMORPG game play, but since everyone was so happy with the omnipresent WoW class games that bring little to no variation to the genre, I thought well, people like them as they are. With GW2 being the breakthrough that it is though, I figured - let's tell these guys some of the ideas and see what they think.