GW2 lacks large scale PVE? ROFL!!
Oh wow so wrong...
This is why brands will change their image or tagline from time to time. People will perceive it as different because the brain is easily fooled.
It really is the same, but ppl understandably have a hard time grasping this due to how the brain works. If you make it seem different enough, the brain is unable to associate it with the old system.
Please tell me how what i described is the same?
Where in XIV do quests have consequences?
Where in XIV do quests have dynamic reactions and realtime adjustments?
Where in XIV do quests have any meaning other than loot?
Every quest in every game has consequences. The only thing that changes is how those consequences are revealed.
Dynamics are just another way for an old formula to feel fresh.
Quests are always about story/xp/loot, and I don't see how GW2 isn't about those three things as well.
What you're describing is a scripted quest chain. That's it. Instead of me going to an npc, getting a quest, and that quest leading to another quest, which i get from another npc, it all happens randomly while you are out and about. I'm not saying that its not a neat way to do things, but its essentially the same formula. Just a fresher way of presenting it. It makes the world feel more alive. Is it fundamentally different? Not really. Does it feel different? Apparently so. The latter is all that really matters. Instead of quest chaining through scripted npcs, you quest chain through scripted events generated through rng. After you've done it 50 times, and the new presentation wears off, it will start to feel no different than quest chaining in any other game. GW2 just cuts out the middle-man and all that exposition, and lets the action/events dictate how quests unfold. It makes sense, since this generation of rpgers are more about action and less about all that exposition stuff. We like to see things not read them/imagine them. The old school style relied heavily on player imagination and exposition, but GW2 is keeping up with the times. Still, a quest-chain is a quest-chain, and scripted events are scripted events no matter how you dress them up.
Holy crap how dumb are you?Every quest in every game has consequences. The only thing that changes is how those consequences are revealed.
Dynamics are just another way for an old formula to feel fresh.
Quests are always about story/xp/loot, and I don't see how GW2 isn't about those three things as well.
What you're describing is a scripted quest chain. That's it. Instead of me going to an npc, getting a quest, and that quest leading to another quest, which i get from another npc, it all happens randomly while you are out and about. I'm not saying that its not a neat way to do things, but its essentially the same formula. Just a fresher way of presenting it. It makes the world feel more alive. Is it fundamentally different? Not really. Does it feel different? Apparently so. The latter is all that really matters. Instead of quest chaining through scripted npcs, you quest chain through scripted events generated through rng. After you've done it 50 times, and the new presentation wears off, it will start to feel no different than quest chaining in any other game. GW2 just cuts out the middle-man and all that exposition, and lets the action/events dictate how quests unfold. It makes sense, since this generation of rpgers are more about action and less about all that exposition stuff. We like to see things not read them/imagine them. The old school style relied heavily on player imagination and exposition, but GW2 is keeping up with the times. Still, a quest-chain is a quest-chain, and scripted events are scripted events no matter how you dress them up.
No quest in XIV has consequence, non at all, they have the exact same identical story for everyone, with the exact same identical outcome for everyone.
If you go to some NPC quest in XIV who says "must kill these dodoes who are eat my crops", if you dont do it, does it matter? no it doesnt do ANYTHING, it has no meaning, the dodos are fake, the crops are fake, its just text, on GW2 this is not the case, if you dont do the quest, the crops are gone and something will happen such as you cant buy stuff from this person anymore, or the farm dies (REAL ENVIRONMENT CHANGES), or prices inflate because the npc have to get it from somewhere else.
To take it to an extreme, what if some quest says "Defend the bridge!" if you dont do it, the bridge is broken, and you can no longer get across to where it leads, A REAL CHANGE ON THE WORLD.
Then there are further consequences, the bridge is broken, so the villege or whatever is on where it leads has no access, thus when they're attacked by monsters, they can only defend themselfs until that bridge is repaired, which YOU have to go do.
Another example, you see an NPC stood near a gate that is being attacked, mobs smash it down and come in and start attacking npcs, you fend these off successfully but the mobs have stolen the weapons, so no NPC's can sell weapons anymore, they've been stolen! its what is supposed to happen, its not fake text. You can look around and see no weapons. They dont have an infinite supply, so you escort him to a weapons supply, to fetch more, on way fending off mobs, if you suceed the npc can sell weapons, until he has to go do it again, sure its repeatable, but it has purpose, it has visual keys, and it becomes dynamic when different stuff happens.
XIV has nothing like this, no matter what you do, you will have the same boring quests as everyone else, which have no consequence, have no choice, and have no player control, zero, name me 1 quest where if I go and dont do something, the world will change. Would love to see it.
Last edited by viion; 05-14-2012 at 06:09 AM.
Good lord relax. I love the GW franchise as much as you do, but its still a quest chain. That's all I was saying. The only difference it has from FFXIV is that you see it rather than imagine it. If I don't do a quest in FFXIV, I can imagine that that person's crops will be destroyed. Or maybe some other adventurer will come along and save their crops. Either way, I get to choose whether or not I do it, and the consequence is there for me to imagine. Older mmorpgs relied a lot on player imagination and "taking their word for it". If someone says I saved their crops than I will imagine I saved their crops. I dont need the game to show me that the crops are saved because the npc *told* me the crops were saved. If i chose not to say them its the same thing, I can imagine those crops got destroyed, or that the person will eventually find someone to save their crops. Either way the consequence is there, its just that it is there only in exposition..which relies on your imagination to make it "real".Holy crap how dumb are you?
XIV has nothing like this, no matter what you do, you will have the same boring quests as everyone else, which have no consequence, have no choice, and have no player control, zero, name me 1 quest where if I go and dont do something, the world will change. Would love to see it.
As I reiterated, GW2 takes out the exposition and actually *shows* you the consequences of doing/not doing a quest. You don't have to imagine it anymore. This is great if you never used your imagination, but if you've always been an imaginative sort its really not a whole lot different. Its still a quest chain, the consequences are still the same as always, its just now you get to actually experience the consequences firsthand. Different way of presenting the same quest-chain.
Your missing the point they don't just show consequences.You have to do something about said consequences and they can very quite a bit depending on location.
And you're missing the point, that is just another quest in the chain!
EDIT: Seriously guys this should not be that difficult. I love me some GW but a series of tasks you are assigned to do = quest chain. Shit does not happen in real time because it is scripted.
Last edited by Lux_Rayna; 05-14-2012 at 09:54 AM.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.