The new Guild Wars on the horizon?
That could be an interesting twist… players as bad guys. My one objection would be that competing over territory would necessarily mean PvP, either open world (shudders) or by some regulated format that we all get handwaved into going along with. The result would be that the larger and more PvP oriented guilds would have the system slanted in their favor, while those of us in, say, guilds focused on roleplay or just running around may have trouble competing. The rewards would therefore have to be small enough to be fair to the losers.
Back on the lore topic, I do like the idea, but it is admittedly the sort of crumbling into anarchy that leaves the governments portrayed as impotent, which would severely hinder storylines involving them in the future. Why would we care if the Ministry overthrows Jennah once she’s become just a figurehead? So what if the charr legions find their rivalry resurgent, when they barely have a say over their own headquarters anymore? Player organizations would become the main movers and shakers, and that would be very difficult to construct a narrative around for ANet. Nice way to end the game and move it to self-sufficiency a la GW1, but not so nice so long as there are still stories they intend to tell.
Oh, I think A-net would still want players to be the good guys, they seem to be really hellbent on this idea. We’ll represent the loyal guys that don’t want to any extra influence and will instead fight against “other guilds” that have risen to power during the Mordremoth crisis. I’m talking about NPC guilds. We’ll have a new Scarlet, who’ll be the head of the most powerful guild or something along those line.
Old political leaders will still command power and, more importantly, reputation. Queen Jennah will still play a key role in the peace treaty between Humans and Charr, but there will be another political struggle on the side. E.g. human guilds may put their own ministers in power, this way Jennah is still important, but the guilds are causing a lot of turmoil and are aiming to take her down. The Charr are still effectively ruled by the Imperator, but charr guilds can create their own new legion that will become a rival to the existing legion trio. Sylvari guilds may bank on creating their own interpretation of the Ventari Tablet and secede from the Grove. And so on.
My one objection would be that competing over territory would necessarily mean PvP, either open world (shudders) or by some regulated format that we all get handwaved into going along with.
People didn’t mind it with Factions – such was added via the Alliance Battles, and alliance system and town owning system for the Echovald Forest and Jade Sea.
In fact, it made the guilds that could handle such even more popular, and increased PvP if anything. The system wasn’t fully PvP either, but faction based. You can do PvE stuff for faction; the PvP merely determined the line between the two allegiances, thus how many guilds can control how many towns.
Back on the lore topic, I do like the idea, but it is admittedly the sort of crumbling into anarchy that leaves the governments portrayed as impotent, which would severely hinder storylines involving them in the future. Why would we care if the Ministry overthrows Jennah once she’s become just a figurehead? So what if the charr legions find their rivalry resurgent, when they barely have a say over their own headquarters anymore? Player organizations would become the main movers and shakers, and that would be very difficult to construct a narrative around for ANet. Nice way to end the game and move it to self-sufficiency a la GW1, but not so nice so long as there are still stories they intend to tell.
Which I think is the reason why Anet has kept away from the Guild Wars concept since leaving alpha for Prophecies.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.