The superficial nature of Dynamic events
Just a quick question:
Do you talk to scouts?
Time is a river.
The door is ajar.
Just a quick question:
Do you talk to scouts?
Of course lol. But do you see the point im getting at? Compared to gw1, this game is very void of lore, or at least the way it expresses it.
I get your point completely and this was an issue I brought up a while back. Compared to GW1, or any game really, you enter a zone not knowing wth is going on just random events with rarely any back story.
At this point it’s too late to change the lack of quests in current content but they could better it in the future. personally I think there should have been quests AND events. I mean, quests are incredibly easy to design in comparison. They could have been hearts with a lot more back story on what you are doing there and why, also would have made hearts 10x less boring since they are all the typical gather this, kill that, etc. anyways.
GW1 was incredibly rich, you knew exactly what was going on the entirety of each campaign and the story was great… can’t say the same for GW2.
Just a quick question:
Do you talk to scouts?
Of course lol. But do you see the point im getting at? Compared to gw1, this game is very void of lore, or at least the way it expresses it.
Ah, just asking. I’ve seen a few people in the past saying there’s no context to zones, and they haven’t spoken to Scouts, since they do provide some insight.
That out of the way, I somewhat agree.
While some events make sense in the context of the area (i.e. Human areas and events against Centaurs and Bandits and such), as well as Hearts, some just don’t. I mean, what’s that troll doing in Queensdale?
Time is a river.
The door is ajar.
A few more (permanently present) interactive objects would go a long way towards enriching lore. Signposts, tattered journals geocached in rock-piles, inscriptions on walls… Just geneally more ways of checking out the world other than swinging a sword at it.
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
Perhaps this thread title should be about the superficial nature of moderator reading considering the place they moved the thread to .
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
Just a quick question:
Do you talk to scouts?
Of course lol. But do you see the point im getting at? Compared to gw1, this game is very void of lore, or at least the way it expresses it.
Ah, just asking. I’ve seen a few people in the past saying there’s no context to zones, and they haven’t spoken to Scouts, since they do provide some insight.
Also, go back and talk to Scouts once you’ve completed the Hearts they point out. Their dialogue changes.
I really like how dynamic events turned out and think that they absolutely should stay the dominant form of quests in the game. However I agree that they are not quite able to support the immersion in the same way traditional quests are capable of, at least in terms of storytelling. One of the things I really enjoyed about GW1 was the lore and how it was presented. When I started playing GW2 however I felt that something was missing, despite it being designed with loving attention to detail. I would love to see the history of the world of Kryta being implemented in a more visible and/or prominent way, especially for those who haven’t played the predecessor. I don’t know if adding traditional quests is the answer though. In my opinion some good points were made in this video:
http://www.youtube.com/watch?v=Vcykr_Gw0Go
Oh, THAT sort of scout. Now I get it.