Feedback:User/Kormon Balser/Skill Lore

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In order to promote immersion, depth, and a higher degree of reality, I propose that skill lore be introduced when learning skills.


There are a couple of ways this could be done. One would be to just incorporate it in the npc dialog right after you learn a skill. Another way would be to show a short cinematic for the skill that shows the trainer explaining, demonstrating, guiding, and/or enabling you to do the skill. A third option would be to go into a small instanced arena where the trainer teaches you how to perform the skill (this would probably be the most controversial and difficult one, though also quite possibly the most fun for some players).


Examples (not distinguishing between the types):

  • An elementalist goes to a skill trainer and wants to learn fireball (a hypothetical situation, probably not how weapon skills will be learned, but I'm not sure on the latest updates of those mechanics). The trainer could have a short spiel where he explains the basic concept, applications, and that the incantation is "Fundis Vel Augue". After hitting the "X" this never has to pop up again (unless it is part of the storyline, etc), but that person can shout it out if they really love the skill and want their party to know what they are doing.
  • A thief goes to learn a new dagger attack from a trainer. The trainer explains that he should balance on his head, spin around, and slash at the foes' ankles. The trainer might then have the thief practice balancing on his head while spinning, and then send him on his merry way (after, of course, checking to make sure her moneybag is still there).
  • A necromancer goes to learn how to animate a new type of minion. The trainer spends several minutes with her, going over the incantation so that he knows she has it down (which amounts to about a line of text). It then launches into a cinematic in which she mispronounces a syllable of the incantation and animates a nearby broom which rampages through the town until subdued.


I am not recommending that there be a five minute distraction in which the player gets bored to death by the particulars of a certain sword stroke. I am simply suggesting that a short explanation be given of most skills. Some might have a short, highly entertaining cinematic, some might allow the trainer to train the player to be able to perform a skill, most would probably just have a short explanation of what happens with the skill (incantation, attack target, the symbol on the signet, etc). This could lend more depth to the story line (like if an important npc actually uses a skill/shouts the incantation, and they are interrupted, something else happens, etc). Elite skills would also obviously be more complex/difficult (e.g. the incantation to turn your self into a tornado would be more complicated than one to throw a fireball).