Results -9 to 0 of 101

Threaded View

  1. #11
    Player
    viion's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,206
    Character
    Sky Box
    World
    Ragnarok
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Lux_Rayna View Post
    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?

    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.
    (4)
    Last edited by viion; 05-14-2012 at 06:09 AM.