(edited by CMF.5461)
Player Interaction with Game (nice touch)
I always talk to named NPCs – you don’t always get an event, but you always get some information, even if it’s just more background on the area you’re in. I ran into a friendly (conned green) human separatist who apparently didn’t realize I was the same person that just trashed their camp. She was looking out over a huge camp of ogres and we had a short conversation about how conflicted she was about the pact with the Charr and what her motivations were for being a separatist. It was interesting.
Talking to an NPC I found in a cave caused her to show me the jump I had to make to find a hidden chest. I just love that I can find hidden areas and such just by being observant and curious.
He might start thinking he knows what’s right for you.
—Paul Williams
This is by far what makes me log in every day. Don’t know what’s around that next corner…
This is why I’ll be playing GW2 for years.
Talking to an NPC I found in a cave caused her to show me the jump I had to make to find a hidden chest. I just love that I can find hidden areas and such just by being observant and curious.
I wonder how many players who went from 1-80 in a week and quit because they ran out of things to do even know about this, or the statue…
Too many I am sure. If this became a primary way of getting quests and adventures it would make it more interesting instead of the guided interactions that almost every game has now, let the player drive the game instead of the other way around.
It’s an unfortunate side effect of the subscription model – without a clear direction to follow, too many players will get frustrated and quit, leading to a decline in subscriptions. With GW2’s pay up front model, you could be talking to someone months from now and they tell you that if you talk to such-and-such NPC it will open up new areas or begin undocumented events and so on. You can pick up the game again any time and continue exploring.
I prefer this to the monthy sub model. Not everyone will feel the same, however. Many people have gotten used to the other way, or never knew anything different.
Kind of a tangent but I think shows the idea of “undocumented events”.
I played Everquest way back when. The first big undocumented event was the legend of the Fiery Avenger. The lead game master used to sport the weapon and walk around towns while talking to people. It was a big flaming 2handed sword and everyone wanted it. No one knew what class could use it as the GM was a ranger wielding a 2handed sword which was impossible with the game mechanics.
Throughout the game there were little seemingly unrelated quests that eventually lead up to the search for the Fiery Avenger. It was a race and no one knew what the reward was going to be. You had to find NPCs and guess what to say to them since there were no guided conversations. Just text and a box to type in: “Where is the fiery avenger…..Who is miragul……How do find the sword”
This one thing brought whole servers together of unrelated guilds and people were scraping for clues on what to do next and where to go. It was amazing and truly epic. Later things became so predictable and everything was documented on webpages that everyone had epic weapons and everyone was amazing, but that first time was memorable and I still remember the first guy to get the fiery avenger. Gaunt, an erudite paladin on the Tunare server.
If this could be recreated on a smaller and repeatable scale all throughout the game world I think it would make players feel truly rewarded.