Topic Length is maximum 5000 characters, so this will be a 2 Part series!
Let me just say that I DO enjoy the living world content, it just started out slow-burning and un-interesting, but lessons are being learned and things are picking up smoothly. BUT…the content is not being done in a way that aids players participation.
In reality we are faced with events we cannot participate in, and it leads to disappointment, this is true for games as well, but the main difference is we have the control to re-live these events.
So my first suggestion towards having a seamless world is the re-introduction of past events in a somewhat “random” but still plausible manner:
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Subject 1: Meta-Stories + Rewards:
Similar to current Living Story events that appear on your event log for the duration of the event, these would be past (and maybe new ones created every so often for spice) events that have occurred that are 1-day occurrences that happen 1 or 2 times a week that last for 24-hours from its start.
Example: Flame and Frost dungeon – While exploring the world, this may trigger at 2pm Tuesday and last until 2pm Wednesday, and appear in your event log (globally) as “Remnants of the Molten Alliance have been spotted in Diessa Plateau and Wayfarer Foothills attempted to re-activate their facilities!”
This allows players to re-live the Flame and Frost dungeon arc while still not intruding on the world as if it doesn’t belong.
Along with the re-addition of this content, new randomized (but not crappy) rewards would be added to completing the dungeon allowing players to have a reason to re-live it.
Example: Flame and Frost Dungeon – Completing the dungeon will reward 25 silver + Karma + Exp + 1 Azurite Orb…..but may have a rare chance reward of one of the following: 1g -or- 5 Jugs of Karma -or- 1 Molten Ticket -or- Exotic Sentinels recipe or crafting material (insignia)
Adding these and various other new and old content additions that are sudden and scarce all around the world WILL get people to travel, it will get people to zones you normally don’t go to, it will get people together and moving.
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Subject 2: Content/Patch Information
We all like to have this information, but one thing that can TRUELY take away from a seamless world feeling is that the events that are about to occur…are TOLD TO US BEFOREHAND!
We look at the GW2 website, we look at our achievement page, we know EVERYTHING that is going to happen before it happens! This is BAD (CAPS LOCK)
The way for something to have a proper impact on a player is for it to feel sudden, and feel organic when it is supposed to. Things like holiday events etc, we can be told this, this is fine.
But when in the middle of the event we find out someone gets assassinated, we know the target, and we know the group behind it….before it all happens, is awful! This does not feel organic, it does not feel alive, it feels fully and forcibly scripted and fake.
When we are attacked by some unknown force, we need to be attacked by an unknown force, NOT be told a day/week before that it will happen…that is how the emotion is created that drives the story forward, it is sudden, and it adds suspense.
the best example of this in GW would be back in GW1, when the War In Kryta began…we had no idea, we were in the dark, posters started appearing, shady figures started to appear….we were curious, and we were in suspense when it began, and most importantly we wanted to know (not be told), and GUESS, what would happen next!
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Subject 3: Zone based events, and added mechanics
This is a tricky one, but I can think of an example to explain what I mean by this.
A zone where multiple “factions” or “races” exist that allow players to pick a side and participate in PvE/PvP hybrid events.
Example: Caeldon Forest – Event: The Nightmare Court has awakened a colossal Husk to terrorize the local populace!
When this event appears, players have the option to approach 2 NPCs that allow them to make a choice on who they aid. When a player chooses a faction they become PvP hostile towards those who choose the opposing faction (and only the ones who chose)
Nightmare Choice: A Husk has been summoned in Briarthorn Den, make sure it survives and aid it in destroying 3 nearby outposts!
Dreamer Choice: A Husk has been spotted leaving Briarthorn Den! Destroy it and defend any nearby outposts it assaults!
The reward for Success and Failure would be the same as any Group Event currently but both sides (whether you succeed or fail) will receive a special reward that is the same regardless. (this allows players to freely choose a side to play and still be rewarded the same to prevent team stacking/rolling) but still keep it challenging enough for the players even if they ALL decide to help one faction.
PART 2 INCOMING