This is a chapter of my Living Story compilation
“Living Story” – why the world is how it is.
In the previously chapter ‘Natural World’ I wrote about the topic of more lively areas with advanced behavior of creatures and combining single zones to overall region by adding events and crossovers. Whit this our world gets some structure, which itself can be explore – not only for awesome landscape but also for the rules behind it’s life. Anyway we changed nothing about the game-play so our world would still be completely fine with a side-wise orientation aligned by the level-range. I want to make sure that I love the down-grading-system of Guildwars2 and it’s obviously the best mechanism in the whole game. But it’s still lacking some adjustment to work probably. Like the game works in the meantime the most parts of the player-base is wandering off into areas of higher level or camping in front of dungeons. The reason is easy be found … farming, looting, grinding. Actually every MMORPG even Guildwars2 has to deal with a static non changing world where the only thing you can do is go around and finish the Story-line or grind some gear to look awesome. Its only natural that the most players go there where they find the most profit, what is also a part of the game (like it is in real life). Sure you could come now and add a better reward-system to the down-grading but this wouldn’t assure that every area would be populate, but just the one where it will be faster to gather rewards. If you try again to adjust some areas you get stuck in the equality-mill, which grinds your world till the boring-state where everything is the same.
So it has to be something different from the “natural world” and the game-play, where we come to the point to talk about the lore. Even without the prequel Guildwars2 has an enormous potential to run a “living story”. We have different mayor and minor races each with a great number of subfactions. We have military factions, trading companies, a scholarly order, pirates, separatist, fire-loving-fanatics, undead, Kingdoms, Empires, Dragons and of course Quaggans and Grawls. Also the world of Guildwars2 is a the stack of being completely corrupted by almost almighty beings, which hunger for destruction. So from this on there is enough stuff what could be happening right now. The current main plot is still to finish your little “personal” story and afterward go out and work for the order you chosen and then lose you’re leadman. While in the absence of a nice buddy you swap over to Trahearne so you have at least one “important” person to talk to. So you help him to gain fame and power while he fond the Pact to center him even more in the middle of the story-line. Ah yeah and then charge at Orr and beat some Dragons. If I forgot nothing this should be the fix main-plot for every current player and anyone who enter the game later. Every other example of “Living Story” we got until yet, is just the attempt to keep people busy, who already finish the personal story and can’t grind much more gears or need help with it, without changing the original World so far that newcomers are missing much of the past. The problem with this is quite simple: We are expecting the next Story coming up and mostly we get it right after the last one barely finished. Like with a “Living World” a “Living Story” has to grow as well and not just get thrown at you. There have to be well known events and objects in the world, which can more or less suddenly evolve to something more bigger and interesting.
… continue part 2
(edited by Kane Cold.2645)