1. Cutscenes
They’re stale, uninteresting, and dreadful at maintaining interest. It’s just a bland background that was probably done in photoshop within minutes with two characters facing each other. This isn’t a cutscene, this is boring. It’s no wonder nearly every single person hits that bottom right button to skip.
The storylines in GW2 are very interesting; however, the way it’s presented to players is horrible and boring. The aim of the cutscenes should not only be to convey the storyline but to try and capture the attention of those who would normally ignore and skip them. There are a few examples of cutscenes that are made well but as you said, the ones involving characters speaking to one another are stale. If it relates directly to the story then players need an incentive to keep watching.
I would like to see better use of music. It can really set the mood/scene for what’s to come or what’s happened. Nothing like some war drums to get you pumped for a huge fight!
It would be great if there was a way to view all the cutscenes from your completed main story segments via the Hero Tab. Sometimes players skip through them, and then when they want to understand something better the only way to go over it is to read a summary of text.
- An additional idea I’ve had for cutscenes that would certainly solve a lot of issues with parties would be to implement a way for toggling cutscenes on or off for a dungeon. This way groups of people that want to view the cutscenes would be able to without feeling pressured to hurry up and stop wasting others’ time.
I love the idea of a toggle option during dungeons. Having to wait for one player to finish watching theirs can be really frustrating, and I’ve lost count of how many times I’ve died because someone has triggered a cutscene which I’ve seen plenty of times but still need to skip.
- Implementing an easy/medium/hard mode option for dungeons. Some of the things that could change would be similar to what you’d expect with increasing the scales for Fractals of the Mist; more powerful mobs, more mobs, possibly a unique condition. More obstacles, more objectives, more danger, a differing pool of options for rewards based off of difficulty setting as well.
The implantation of increasing difficulty modes is an awesome idea! Currently dungeons scale based on character level, but they do not take in player experience or skill into consideration. This leads to a very unchallenging and boring experience for those that find it easy (CoF). A way of having unskilled players from joining the higher difficulties would be to have them locked until the predecessors are completed.
I really like this one! Even opens up the possibility for more achievements.
An idea I have of my own relating to dungeons is being able to see how long your party took to complete it. Would be fun for groups that regularly do the same dungeons together to try and beat their record.
Well thought out suggestions! I approve and would love to see them all in the game.
I know you said character specific, I dunno how easily they could code that.