Good Morning Everyone.
I have one simple question that often determines if i am motivated to do something in a virtual World like Guild Wars 2 or not: Why does my character do the things that he/she does?
Let us talk about context. The one thing currently in Guild Wars 2 giving context is your personal story and the living Story coming right behind it as the continuation.
And it does the job (for those who are interessted in the first place) realy realy well.
Sure, there are players who simply won’t ever invest in such storys.
They want context through deed and act.
BUT, the big BUT:
After one has completed the personal storyline (including Dungeon Storyline and Season 2), the context to the game world abrutply ends !
There is no logical connection for my character, no context to:
- World Bosses
They appear out of nowhere. If it were not for the timers around the internet, the player would not even notice they are there. 2 new members of my Guild, fresh in the game for a few weeks, had no idea world boss events existed before i brought them along.
My Suggestions:
Reworking those Bossevents, making them into longer and harder event chains like Silverwastes to let the invesment of the players decide when a Boss appears. OR
Let Signs for World Bosses appear in the gameworld.
Maybe an escaping flok of Birds escaping over the maps next to the sea: Lions Arch, Bloodtide Coast and Sparkfly. With a little text in the main chat like Anet did on Scarlets map invasions teling something like: “Something in the water was sighted moving in the directions of Sparkyfly Fen”.
Or a thunder grumbling half an hour before the Shatterer in the Ascalon area appears. Something like that. OR
Do it as incoming requests from your Faction you joined. Let the Vigil tell my Vigil-Member to go and slay those bosses. It would give context both to World Bosses and to those Factions (that are currently nothing more than empty shells after your personal storyline ends)
- Mini Dungeons
They are there but they are often not seen as Mini-Dungeons because there is simply nothing special about them. They should be harder and there has to be a reason for going into them.
My Suggestions:
Besides the Events and Heart Quests, make an Request-Board System in Main Citys, generating old fashoned “bring it to me”-Quests leading into those Mini-Dungeons. Why you ask? Why suggesting something ANet does not want in the first place? Because it gives context, a logical connection both for Kapital Citys and for Mini-Dungeons and Jumping Puzzles to actualy go there for my character. (And for myself in the end, i think you know what i mean)
- Dailys!
There is simply no logical reason for my character to do dailys in his world.
Here could a request-from-someone System again give context. Let an NPC tell me to get 10 Lumber from insert map Sure, that is something ANet again does not want to do (Fed-Ex-Quests) but in its current state, there is simply nothing immersive about it. It is there because it is there and i dont think that someone like ANet who wants a living. breathing virtual World is okay with the current state of simply for those events, bosses and daily Quests being there.
Those were ideas that came to my mind, and of course there are even better ways to give the rest of the game context after your personal story, so that the players realy feel a sense of agency a sense of immersion. ANet did a very very good job with the personal story to get the player into the game world. Now Anet has to do this in the areas outside of the personal story, too.
What do you guys think? Has the game enoug contest? Enough agency? Enough immersion?
Or are there players like me that get the feeling in the game:
“This does not feel right, not natural, to do those things, why should my Human/Charr/Norn/Sylvari/Asura do that?”
Maybe we can have a healthy discussion here.
Let me know what the rest of the tyrians think!
Best regards
Feyhen