1. Cutscenes
They’re stale, uninteresting, and dreadful at maintaining interest. It’s just a bland background that was probably done in photoshop within minutes with two characters facing each other. This isn’t a cutscene, this is boring. It’s no wonder nearly every single person hits that bottom right button to skip.
Solutions
- Forget the background and start being creative. Use different camera angles, have the characters actually interact and engage with their surroundings. We want to feel engaged in the story, not be lectured of it. For reference, here is an example of a REAL cutscene. Just as before, keep the option to skip the cutscene if desired.
- An additional idea I’ve had for cutscenes that would certainly solve a lot of issues with parties would be to implement a way for toggling cutscenes on or off for a dungeon. This way groups of people that want to view the cutscenes would be able to without feeling pressured to hurry up and stop wasting others’ time.
2. Dungeons
The exact same things happen every single time you repeat a path, which is understandable but realistically is this the absolute best way to go about this? Do most people actually prefer to know exactly what to do every single time or is it more fun and thrilling to explore something new?
I’m almost certain that adding a bit of variety to dungeons would overall be significantly better off overall for GW2. In a previous game I played, dungeon instance maps were randomly generated. Every room on the map would be opened with a certain degree of uncertainty; the most you could do was predict the type of puzzle you’d find and/or what mobs would be in it. Ideas that I’ve had that incorporate randomization like this to some degree:
- Implementing an easy/medium/hard mode option for dungeons. Some of the things that could change would be similar to what you’d expect with increasing the scales for Fractals of the Mist; more powerful mobs, more mobs, possibly a unique condition. More obstacles, more objectives, more danger, a differing pool of options for rewards based off of difficulty setting as well.
- Add randomization to the steps that we need to do in consecutive order to reach the end goal. This would be a major change but I’ll do my best to illustrate what I’m thinking when I say this with Arah path 1, for example. The steps that must be accomplished in consecutive order are currently to escort an NPC to the Jotun observatory, which includes:
- killing an Ancient ooze boss for the ‘Blood of the Ancient’ and bringing it to an apparition
- killing off a bunch of champion crystalline entities
- killing off Legendary Shoggroth
- killing off Legendary Jotun Stargazer
As it currently stands, it’s really easy for one to know everything there needs to be known about the path and after experimentation with tactics, there is very little opportunity to thoroughly enjoy repeats of dungeon paths aside from wanting bonus loot or gilded coffers etc.
Possible solutions:
- Different order of objectives. I’m aware of how tough this would be to implement as it would require entire dungeon maps to change, but an idea is an idea.
- Building off of the first idea, different maps which would be generated psuedo-randomly upon loading the instance. An example of what I mean by the word “different” would be perhaps for the sake of Arah path 1 as an example, massive torn-down structures or dead trees in different spots with traps put in different areas. The degree of how much should be different is obviously up for debate, which is why I chose to be vague about it.
- Different bosses for each step (alternatives). To clarify what I mean, use the first boss in Arah path 1 (Ancient ooze) as an example. What if there was a chance of having it as the boss or possibly two or three unique bosses to the path? Tons of potential here with this, so I’ll leave it at that for now.
(edited by Purple Miku.7032)