Feedback:User/Jish Uncia/explorable area

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I was reading a forum post about a GW2 idea that involved expansive explorable areas w/o a map, or a map that depended on lighting, and being able to get lost. Some comments stated it would inconvenience players to get lost when simply trying to get to the next outpost. I agree that the persistent explorable areas require a map. However, I also agree with the original posts' idea that many players would simply like to explore areas, without knowing where they may end up, just to enjoy the game while randomly collecting drops and experience from mobs. I feel that current MMO games lack the actual scope of a continent, and (even though that is unrealistic) many players would love to have that scope or volume in the game, because, after players explore an area however many times it takes, they eventually feel no sense of wanderlust while traveling, and so move on to other forms of play. Of course most players enjoy many different aspects of GW1 but I want to address something that I think would exponentially enhance GW2.


To my understanding, GW2 will include: persistent explorable areas with the event system, whose landscape never changes, and whose goal it is to explore the area while participating in events, getting to an outpost, and/or meeting new players.

I propose that, in addition, there should also be included: places that would (have to?*) be instanced, without any specific quest/objective, but could possibly include an event system, and whose landscape is different every time you enter*, whose goal is solely to enjoy exploring the sheer beauty of the game in a vast, uncharted wilderness while collecting drops and experience from mobs.

*(i think, it would be instanced because its like a simple temporary area file generated by gw2, but it could be a puzzle-like list of hundreds of pre-set/specific large hexagonal/square/triangular areas that are fixed with terrain & mobs and put together in a random fashion so that each time you enter it appears different. pieces could be cycled into and out of the rotation along with updated/newerly-made/generated pieces being cycled in, maybe-ish ;D )


I have no doubt that the entire game will be visually stunning and bursting with content, because I have seen much of the available art for GW2 and have read the examples of the event system, along with experiencing much of GW1, and so you may be thinking that the current persistent areas would be enough to satisfy natural trailblazers like myself. And you would be right. I have faith that it would be enough even for gamers who enjoy every aspect, pve/p, titles, guilds, etc. and are as passionate about the GuildWars series as I am, but if there is one thing I know about ArenaNet, it is that you would never settle for anything that is only just enough. On the other hand, I would understand if this is a bit much to add before the release, or even to ever add at all.


I suppose I should detail/summarize a bit:

  • a single entrance/exit located similarly to GW1 dungeons and marked on world map (assuming you can still map out)
  • a fog-of-war effect on mini-map similar to the catacombs in pre, or no mini-map at all(i imagine the no map option)
  • there is no specific objective(but now that i think about it, it does have potential for objectives like finding a boss/item/Feedback:User/Malchior_Devenholm/Cartographer_in_GW2 perhaps)
  • each wilderness could have different characteristics based upon the entrance location (ex: desert, plains, mountains, hills, forest, jungle, cavern, underwater)(with suitable mobs)
  • they each could have prerequisite(s) to enter. possibilities include: level, story-line restrictions, party/solo, faction, title rank
  • this may also be a way to provide content for players who enjoy instances over persistent areas
  • (i may update)


Lastly I would like to say thank you to ArenaNet for reading. If any players have comments, suggestions, or questions I will keep an eye on the discussion page.


--Jish Uncia 22:06, 11 February 2010 (UTC)