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Interview: Interview with Ree Soesbee | Wartower


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#1 Rand al'Thor

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Posted 26 May 2010 - 10:17 PM

Sooo i know it's german and  cause it's like 1 in the morning and i gotta work tomorrow i wont translate it, but here it is;
http://www.wartower....ikel.php?id=528

Some tidbits: One asura question seems to be about your first experiment, resultng in tech support if you meet ppl who need a weather machine fixed.

She says you can invite friends in you house

and you get rewarded for helping friends with their stories, even resulting in decent gear.



So im off to sleep

E:// it's mostly stuff which is on the mainpage but there are some new things (though i might have missed it priorly)

gn8 :)

Edited by KQ, 10 January 2012 - 10:26 PM.


#2 Shew

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Posted 26 May 2010 - 10:19 PM

Rand al said:

and you get rewarded for helping friends with their stories, even resulting in decent gear.

THAT'S what I've been wanting to hear-- an incentive to help out others besides experiencing their stories. I still hope players' stories overlap at points so that both their stories can be fulfilled while playing together.

#3 Moody Flame

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Posted 26 May 2010 - 10:23 PM

Quote

Recently, we presented before the dynamic event system ArenaNet, Guild Wars 2. Now had the chance buffed.de and Wartower with Ree Soesbee about the personal plot lines to speak. Soesbee Game designer and is responsible for the background story of Guild Wars 2

Question: At the beginning we would like to clear up a common misconception. Many players have the fear that they would not make progress in their personal action if they participate in a particular dynamic event just can not. Can you tell us something about the separation of the two systems?

Answer: Of course. The two systems are completely detached from each other. The personal act of your character is distributed over the entire world and motivates you, everything you see and interact with key NPCs. But although the personal action takes place right in the game world, it has nothing to do with the dynamic events. The events have no influence on whether one can complete his personal act or not. It may be that they not be ignored in an event that is on the way - but the outcome of this event has no personal influence on your actions. And it also has no effect on the main plot of the game. Imagine the best way: you have to do a certain job or have to save someone and then determines that the village will be sent to you Were just attacked. Now you can help her in the defense, or it can be. The attack has nothing to do with your personal action - there is only one event the same place at the place.

Question: If I then log into the game and continue playing a bit of my own action would, I can do it anytime?

Answer: Absolutely. The challenges will arise from the action out. And not to wait for a specific event must.

Question: Suppose, then, the big day has finally arrived and I installed the game on my computer and I want the same dive into the world of Tyria. The first thing I expect of course the character creation. You had previously announced that players can create a biography of their character. I assumed they would simply (as you know the other titles) has a bit of text to write his character. You were there but an entirely different idea - what exactly happens because in the character creation?

Answer: During the character creation, players choose a nation and a class and define the look of the character. But you also a series of questions. The questions have set several predetermined answers to certain aspects of your character and basis of personal action are. If you create such an Asura, you get asked the question: "What was your first successful experiment?" Now you have three or four possible answers. Later in the game then it can happen that you appeal to a NPC and say, "Hey, we know that your first invention was a weather-control machine. We've got such a machine that plays just crazy. It would be nice if you could help us with the problem. ", This plot has been raised for the character, on the basis of the answers you chose at creation.

Question: How many such questions are provided for each character?

Answer: Since we have not yet decided. But somewhere in the range of 7:00 to 12:00. Internally, we have already set a precise number - but that may change everything yet. Maybe even to us is for publication or one or the other one brilliant idea for an action, so we would like to remain flexible.

Question: That means in plain language, the player makes up for his character a certain reputation and a past that existed before he puts one foot for the first time in the game world. As this biography will be fixed, or will players have the chance to change the personality of their character by certain actions?

Answer: Some issues relate specifically to the personality of the character. It might be asked, for example, how the character's behavior when he comes in the way of a thug. Defend to his friends and proposes to itself? Or you talk to the club and tries to reach peace? Some questions refer to the past of the character. One might answer, "I've never known my parents" or "I always wanted to explore a specific place in the world." Some questions are addressed to the future needs: "I always wanted to be a knight," "I have always wanted to meet a particular race" like the Dredge or any of the other non-player nations. The questions are divided into roughly three to four groups. The response options are selected so that the character is not pushed in a certain direction. A player may opt for the reply, "I have never known my parents." Another has a very different conception of his character and wants a family, or decides to that guild members are blood relatives. We do not want the players to feel compelled to do that they can not agree with her character. So whenever a question on specific past events is made, there is always the possibility of an answer to choose, which gives no precise information on the issue.

Question: So there are questions about the past and the dreams of the future of the character but also to its characteristics. How rigid these traits will be - and will there be a possibility to change this later. Say, for example, by certain behavior in the game world?

Answer: Some features you will be able to change while others do not. I mean it's only logical: if a player determines who was the mother of the character, he can not later change it. But when one has given his character an especially wild and aggressive personality, you can still check in dealing with NPCs, and decide not to act aggressively - and so gradually change the personality of the character.

Q: Another major concern of our community was the identification of tasks. Many of them play a long time and have become used to the exclamation mark above the heads of the quest-giver and the explanatory texts. How are players in Guild Wars 2 will be introduced to the new system that will manage without all this information? Like avoid that players do not just in the Content run past because she do not perceive?

Answer: There are a lot of things that we have implemented to ensure that the players recognize the contents as such. First of all, we have a tutorial and an introduction to the game. It explains exactly what is going on in the game world to himself. In addition, there are pop-ups that can be turned on and off and the players will explain the basics of the game. But these are only the very basic step information. The correct event system automatically makes for you attention without relying on observations, and exclamation points to be. If you are just exploring, you can jump for example, just one lap times into the sea and swim along the sea floor. Now it may happen that a sea-dwellers come zugeschwommen on the character and him shouting at him to help him but kindly, his village would be attacked by hideous monsters who want to enslave all the inhabitants. You do not actively seek to find somewhere an instructional text. The game world shows the players what happened to her. And the players will hear what is being said around them. One will naturally stumble into those events. This should all feel as if one runs down the street and sees a burning house. One is drawn to the event, and soon finds out what happened and whether (and especially how to help) you can. You can also inform other players about the event. But it feels quite different than if we would run into a quest donors, one says, "Hey, two streets is the next house on fire. Extinguishing the fire.

Question: If my personal story matches that of another friend, can we play together and move forward on the same contracts, or is one only of the audience? ?

Answer: The hero of a personal history in only the leader of the group. It is his story, he takes the decisions that impact is limited to his storyline. Friends can take you any time and they become so see a part of your personal history, as you will witness saves a village and interact with people from your past. When talking about NPCs from the past, they always speak only of the past of the party leader. With the interest in the personal quests of all sorts of friends you can get to see, however, the are not part of your own personal history.

Question: You also get awards for helping? ?

Answer: Yes. We are working on a system of indirect rewards. However, the reward is different from that of the aid workers 'owner' of the personal quest.

Question: Helping a friend is not only a waste of time, but incidentally throws off something? ?

Answer: Absolutely. Who wants to do anything other than players to help with their personal history, can do so. You can earn that way even more advanced equipment.

Question: What makes the announcement of "personal authority" of the Hall of Monuments? Is this a home of their own, or is there more to requesting the? ?

Answer: About the personal instances, we can say the following. The Black Citadel, in our example, the hometown of a Charr character, is 90% an open world created in the same for all players. From a player's own home can be the other 10% remaining, called personal instance, entered. Etweder alone, or again with friends who have been invited to the group. The appearance of the personal Insanz depends completely on the personal storyline. Perhaps there are buildings which were not otherwise, shall be non-player characters which otherwise are not there and it displays trophies that represent achievements in the game.

Question: Will the personal history also have effects on the PvP part? ?

Answer: No. The personal story line is not there to give someone a playful benefits. It serves only the characters of strengthening and increasing the knowledge of the player around the world Tyria.

Question: Will it be me the decisions I've made in the course of my personal story to watch? ?

Answer: yes to a certain extent. The personal body will change while pushing their own history. bypass the dialogue or the way in the NPC with the player will change, depending on how one has chosen to deal with smaller breeds such as the curd or Quack. A trader could stand about rescued and sell clothing from his area and fun to access "unlock Town Items.

Question: Are these changes limited to the personal authority, or other NPCs react to my success? ?

Answer: Of course it is in the personal Insanz always be much more visible than in the open world. We tried as much as possible the impact on the open Speilwelt extend. According as the decision all, you make it can happen that some NPCs to talk to you, or not. Depending on which order you belong to (Note: eg Order of the rumors), the reactions you to change.

Question: I've now saved the world, played through my personal story and participated in numerous events. As long as I have used it and now what? ?

Answer: It depends primarily on the players from themselves, how quickly they want to move forward. Some will want to stay may be on a level, because it suits them [SIC]. The personal story line is divided so that they are experienced at different stages in different locations. The great part of the story with the really big boss until you close to the maximum level. But how long does sas, can not yet say specifically.

Google translator, so might not make sense in a few bits

#4 Corsair

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Posted 26 May 2010 - 10:25 PM

*ninja'd* >.<

#5 Matthew Browne

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Posted 26 May 2010 - 10:28 PM

Yep, we can invite friends to our house, question solved :P

#6 Vorsakan

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Posted 26 May 2010 - 10:47 PM

Thanks for the translation effort, Moody Flame. :cool:

Yay for incentives & homebase invitations.

Hmm; I always strive to be ethical, but if I have to choose between saving Possibly Recruitable Town Clothes Merchant and an orphanage... it'll be tough. :(

Edited by Vorsakan, 26 May 2010 - 11:24 PM.


#7 Corsair

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Posted 26 May 2010 - 10:50 PM

some nice tidbits here and there, other than that just re-confirmation on other stuff.

#8 Doctor Overlord

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Posted 26 May 2010 - 11:00 PM

Google translator always twists my head up lol   But thank you for posting it, you can get the general understand if you defocus your eyes while you read :)

But there are some *very* cool pieces of information.   Confirmation there is a tutorial  and introduction which will hopefully help explain the innovative new mechanics.  

Tutorials are one of those things that are often overlooked or not given enough attention, they are the very first experience players have with the game and a good tutorial can help insure that both new and veteran MMORPG players know how the game works.    This is particularly important for GW2 since ArenaNet seems to be breaking so many traditions, even veteran players will not have seen some of the things this game seems to be planning.  

Also if the translator is right we get a whole 10% of a city to be our 'home'.   That must be several buildings and/or blocks.  And we get to bring friends into it.  Very nice!

Vorsakan said:

Hmm; I always strive to be ethical, but if I have to choose between saving Possibly Recruitable Town Clothes Merchant and an orphenage... it'll be tough. :(
Never trust those orphanages!  You never know when they'll attack you!

#9 Malchior Devenholm

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Posted 26 May 2010 - 11:01 PM

Could someone fluent in German provide an accurate translation as well?  That way we can cite this source and have it be reputable.

#10 Corsair

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Posted 26 May 2010 - 11:02 PM

Doesn't Naroji speak german? Or am I thinking someone else...

#11 Malchior Devenholm

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Posted 26 May 2010 - 11:05 PM

Corsair said:

Doesn't Naroji speak german? Or am I thinking someone else...

He's Dutch, but he could probably indeed translate this.

Problem is, anyone who lives in Germany, Netherlands, or any similar region is all in bed right now :D

#12 Joiry

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Posted 26 May 2010 - 11:11 PM

Of course, the other problem is the interview was probably in English, then translated into German...  There are definitely some answers in there that I want to have a more accurate account of.

#13 Guideborn

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Posted 26 May 2010 - 11:14 PM

Little off-wordy, but it was clear enough for me.

#14 Sabre Wolf

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Posted 26 May 2010 - 11:19 PM

Malchior Devenholm said:

He's Dutch, but he could probably indeed translate this.

Problem is, anyone who lives in Germany, Netherlands, or any similar region is all in bed right now :D

Martin?  I hear he is german >.<

And I LOL'd at you, he's Dutch... reminded me of RvB.. "No.. I am Dutch Irish!"

#15 Great White Norn

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Posted 26 May 2010 - 11:23 PM

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I always wanted to be a knight,

Oho~!

We are onto something now!

Mainly kidding, seeing as this would be a silly question to ask someone who had already chosen to be a knight (if that class exists). Then again, maybe the question reflects the longing of a character, despite any career paths chosen, including the knight.

aargh, just getting a headache on this one.:mad:

#16 Zgeist

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Posted 26 May 2010 - 11:48 PM

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And not to wait for a specific event must
Goggle translation is Yoda like speaks :p thank you we nonetheless for even that putting on thread!
I've also put Google translate to the site and it is hilarious to read

Edited by Zgeist, 26 May 2010 - 11:51 PM.


#17 Corsair

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Posted 26 May 2010 - 11:50 PM

Zgeist said:

Goggle translation is Yoda like speaks :p thank you we nonetheless for even that putting on thread!
I've also put Google translate to the site and it is hilarious to read

The best part of this, is that your name is german!

#18 Foeslayr

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Posted 27 May 2010 - 12:19 AM

Ah, thanks for the find and translation.  I'm getting all giddy again! :D

#19 Tearsdale

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Posted 27 May 2010 - 01:46 AM

First bit for you guys.

Quote

A short while ago ArenaNet showed us the dynamic event system of Guild Wars 2. Now had buffed.de and Wartower the chance to talk with Ree Soesbee about the personal story lines. Soesbee is game designer and responsible for the background story of Guild Wars 2.

Question: First we would like to get rid of a common misconception. Many players fear that they will not be able to advance in their personal story if they can not participate in a particular event. Can you tell us something about how the two systems are separate from each other?

Answer: Of course. Both systems are completely independent. The personal story of your character takes place all over the world and motivates you to take a look at everything and interact with important NPCs. But even though the personal story takes place directly within the game world it has got nothing to do with dynamic events. The events have no influence upon whether one can complete one's personal story or not. It might happen that one is unable to pass an event on the way, but the outcome of the event has no influence over the personal story. Neither does it influence the main story of the game. Imagine it like this: You need to fulfill a particular task or need to rescue a certain person and when you arrive you find out that the village to which you have been sent is being attacked right now. Now you can help or you can decide not to, the attack has got nothing to do with your personal story - it's simply an event that is taking place at the same location.

Question: Should I desire to log in and play my personal story a little further I could do that anytime?

Answer: Absolutely. The challenges should come from the story, not from having to wait for a particular event.

Question: Let's assume the big day has come, I got the game installed on my computer, and want to dive into the world of Tyria immediately. First the character creation is going to await me. You already announced that players will be able to create a character biography. I assumed (like with other games) that one would write a little text about one's character, but you had a completely different idea - how exactly does the character creation work?

Answer: During character creation the player decides upon a race and a class and decides the appearance of the character. But there will also be a number of questions, each with multiple possible answer from which the player can choose. The answers decide some aspects of the character and the basics of the personal story. If you create an Asura for example you will get the question "Which was your first successful experiment?" Now you get three or foru possible answers. Later in the game it might happen that an NPC approaches the player and says "Hey, we know that your first invention was a weather control machine. We got that machine there and it's behaving weird. It would be nice if you could help us with the problem." This story line has been chosen for the character based on the answers you picked during character creation.

Question: How many of those questions will be created per character?

Answer: We have not yet made a final decision. But it's going to be somewhere between seven and twelve. Within the team we already decided upon a number, but that might change. And until release we might get one or two awesome ideas for the story, we want to remain flexible for cases like that.

Question: That means the player decides upon a reputation and a past for the character, which already exists even before the character has been played for the first time. How fixed will this biography be? Will players have the chance to change their characters personality through certain actions?

Answer: Some questions actually are about your character's personality. One might be asked how the character would react if he encounters a brawler looking for a fight. Does one defend their friends or takes the initiative? Or tries to talk with the brawler to find a peaceful solution? Some question refer to the character's past. One could answer "I never knew my parents" or "I always wanted to explore a certain place in the world". Some questions are about wishes for the future: "I always wanted to become a Knight", "I always wanted to meet a certain race" like the Dredge or one of the other NPC races. The questions are roughly divided into three to four groups and the possible answers have been chosen in a way that does not force the character into a particular direction. One player might decide that his characte rnever knew his parents, another might have another idea of his character and might want a family or decide that his guild members are blood relatives [Editor's Note: RP families rejoice]. We do not want that players feel forced to pick something they don't consider to be fitting for their character. Whenever there is a question that asks for specific events there will always be an option to give an answer that's not quite accurate and hazy instead.

Question: Okay, there will be questions concerning both the character's past, his wishes for the future, and his traits. How fixed will there character traits be - will there be the option to change those later on? Maybe through a specific way of behavior during the game?

Answer: Some traits will be changeable, others won't. I mean, it's logical: If the player decides who the mother of his character was, he can't simply change that later on. But if the character is a loose cannon and has an aggressive personality he can decide to keep his temper in check and not act aggressively when interacting with NPCs and through that slowly change his character's personality.

Question: One big concern of our community was how to identify tasks. Many of them have played for a long time and are used to exclamation marks above the heads of quest givers and other texts which give explanations. How are the players in Guild Wars 2 introduced to the new system which will work without all this information? How ill be prevented that players just run past content because they can't figure out that it is content?

Answer: There are many things we built in in order to make sure that players will recognize content as what it is. First of all we got a tutorial and an introduction to the game. It will explain in detail what exactly happens in the game world. In addition to that there are pop-ups which one can turn on or off and they will explain the basics. But those are really basic hints to get to know the game. The real event system draws attention on its own and does not need explanations or exclamation marks. While you're exploring you could simply jump into the ocean and and dive to its bottom. Now it might happen that an ocean dweller swims up to the player and screams that he should help to defend his village from monsters which are trying to enslave the village population. One doesn't need to actively search for an explanatory text, the game world shows to the players what is happening. And the players will be able to hear what is said around them. Because of that you will naturally stumble upon and into those events. It's supposed to feel as if you run down a street and see a burning house. The happenings draw you towards them and you quickly find out what is going on and if (and most importantly how) you can help. YOu could also inform other players about the event, but it feels completely different from walking up to a quest giver who says "Hey, two blocks down burns a house, go there and extinguish the fire."

Edited by Tearsdale, 27 May 2010 - 02:22 AM.


#20 Frizz

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Posted 27 May 2010 - 02:10 AM

Quote

Question: If my personal story matches that of another friend, can we play together and move forward on the same contracts, or is one only of the audience? ?

Answer: The hero of a personal history in only the leader of the group. It is his story, he takes the decisions that impact is limited to his storyline. Friends can take you any time and they become so see a part of your personal history, as you will witness saves a village and interact with people from your past. When talking about NPCs from the past, they always speak only of the past of the party leader. With the interest in the personal quests of all sorts of friends you can get to see, however, the are not part of your own personal history.

Meh, this will be a big weak point for the game, if I'm getting it correctly xD. It'll feel like if you want your story to overlap with your friends you need to do the mission or task several times before you can go on as a group, switching party leader each time. In worst case. or it's not possible at all to make a party group since every person gets a different reaction and so a different next task. Either way, playing together as a group through the storyline isn't (really) possible and you'll be moving parallel with your friends throughout the game, until you can all meet at the dragons feet.

The rest looks all great ofcourse. I expect no less. :)

#21 Ayasha

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Posted 27 May 2010 - 02:16 AM

Quote

Recently ArenaNet introduced us to the Dynamic Event System of GW2. Now Buffed.de and Wartower had the chance to talk to Ree Soesbee about the personal Storyline. Soesbee is Game designer and is responsible for the backstory of GW2.

Question : Firstly we'd like to straighten a common misunderstanding. Many players worry they'd not be able to advance in their personal Story if they can't take part in a particular Dynamic Event. Can you tell us something about the separation between the two systems.

Answer: Of course. The two systems are completely independant of each other. The personal Story of your character is spread over across the whole world and motivates you to explore everything and interact with important NPCs. Although the personal Story takes place in the open world it has nothing to do with the dynamic events. The {dynamic] events have no impact on you beeing able to finish your personal Story. It can happen that you can't pass an event that takes place on the way - but the outcome of the event has no impact on your personal story. And it doesn't have any impact on the main story of the game. Imagine it like this: You have to complete a certain task or need to save someone and then you notice that the town you were sent to is beeing under attack. Now you can choose to help with the defense or not to help. The attack has nothing to do with your personal story - it's just an event that happens at the same time at the same place.

Question : If i log on the game and just want to continue my personal story i can do that at any time?

Answer : Absolutely. The challenges should come from the storyline. And not from waiting for a certain event to happen.

Question: Lets assume the big day is finally here and i installed the game on my Computer abd i'd like to dive straight into the world of Tyria. Of course character creation is the first thing i have to do. You allready announced that players can develop a biography for their character. I assumed i'd have to write a small text about my character (like you know from other games). But you've had a different idea- what exactly is happenign at character creation?

Answer: During the character creation players choose a race and a class, and the appearance of their character. But they also get asked a couple of questions. The questions have multiple predetermined answers which define certain aspects of your character and are the base of your personal story. For example if you create an Asura you get asked the question: "What has been your first successful experiment?". Now you have 3 or 4 possible answers. Later in the game it can happen that an NPC approaches you and says: " He, we know your first invention has been a Weather-control device. We've got one of those which has gone crazy. It would be nice if you could help us with our problem." This Storyline was triggered for the character based on the answers you gave at creation.

Question: How many of those questions will be asked per character?

Answer: We haven't finally decided on that yet. But somewhere in the range of seven to twelve. Internally we settled for a number but that can all change still. Maybe we have one or the other brilliant idea for a story before the release, so we'd like to stay flexible on that.

Question: So that means the player decides on a certain reputation and past for his/her character which allready exists before he/she set foot in the game world for the first time. How fixed will this biography be, or will players have the chance to alter the personality of their character thru certain actions?

Answer: Some questions really relate to the personality of the character. You could get asked how the character acts if he runs into some goon. Do you defend your friends and hit back. Or do you talk to the goon and try to solve it peacefully. Some questions refer to the past of the character. You could answer : "I've never got to know my parents" or "I always wanted to explore a certain part of the world" Some questions are directed at wishes for the future: "i've always wanted to become a Knight.", I always wanted to meet a certain race." Like the Dredge or one of the other NPC races. The possible answers are choosen in a way that no character is driven into a certain direction.[ One player decides to answer "I've never got to know my parents." Another player has a totally different image of his character and wants a family, or decides all guildmembers are related. We don't want to make any player feel pressured into something they can't agree with for their character. So whenever the question about certain past events is asked there's always the possibility to choose an answer that doesn't give an exact answer.
Question: So there are questions about the past and future of the character but also about the characteristics. How fixed will this traits be - and will there be the possibility of altering them later. For example by acting in a certain way in the game?

Antwort: Some traits you will be able to alter, some you won't. It only logical: If a player decides who the mother of the character was he can't just change that later. But if you've given your character a wild and agressive personality you can restrain yourself when interacting with NPCs and decide not to act agressively- and like that slowly alter the personality of your character.



It's gettin late and i been ninja'ed lol ... might translate the rest tomorrow if noone else has.

#22 Tearsdale

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Posted 27 May 2010 - 02:45 AM

Okay, here is the complete one.
Srry for any mistakes and weird wording... it's late and bedtime for me now. Will check in in a few hours if clarifications are required.

Quote

A short while ago ArenaNet showed us the dynamic event system of Guild Wars 2. Now had buffed.de and Wartower the chance to talk with Ree Soesbee about the personal story lines. Soesbee is game designer and responsible for the background story of Guild Wars 2.

Question: First we would like to get rid of a common misconception. Many players fear that they will not be able to advance in their personal story if they can not participate in a particular event. Can you tell us something about how the two systems are separate from each other?

Answer: Of course. Both systems are completely independent. The personal story of your character takes place all over the world and motivates you to take a look at everything and interact with important NPCs. But even though the personal story takes place directly within the game world it has got nothing to do with dynamic events. The events have no influence upon whether one can complete one's personal story or not. It might happen that one is unable to pass an event on the way, but the outcome of the event has no influence over the personal story. Neither does it influence the main story of the game. Imagine it like this: You need to fulfill a particular task or need to rescue a certain person and when you arrive you find out that the village to which you have been sent is being attacked right now. Now you can help or you can decide not to, the attack has got nothing to do with your personal story - it's simply an event that is taking place at the same location.

Question: Should I desire to log in and play my personal story a little further I could do that anytime?

Answer: Absolutely. The challenges should come from the story, not from having to wait for a particular event.

Question: Let's assume the big day has come, I got the game installed on my computer, and want to dive into the world of Tyria immediately. First the character creation is going to await me. You already announced that players will be able to create a character biography. I assumed (like with other games) that one would write a little text about one's character, but you had a completely different idea - how exactly does the character creation work?

Answer: During character creation the player decides upon a race and a class and decides the appearance of the character. But there will also be a number of questions, each with multiple possible answer from which the player can choose. The answers decide some aspects of the character and the basics of the personal story. If you create an Asura for example you will get the question "Which was your first successful experiment?" Now you get three or foru possible answers. Later in the game it might happen that an NPC approaches the player and says "Hey, we know that your first invention was a weather control machine. We got that machine there and it's behaving weird. It would be nice if you could help us with the problem." This story line has been chosen for the character based on the answers you picked during character creation.

Question: How many of those questions will be created per character?

Answer: We have not yet made a final decision. But it's going to be somewhere between seven and twelve. Within the team we already decided upon a number, but that might change. And until release we might get one or two awesome ideas for the story, we want to remain flexible for cases like that.

Question: That means the player decides upon a reputation and a past for the character, which already exists even before the character has been played for the first time. How fixed will this biography be? Will players have the chance to change their characters personality through certain actions?

Answer: Some questions actually are about your character's personality. One might be asked how the character would react if he encounters a brawler looking for a fight. Does one defend their friends or takes the initiative? Or tries to talk with the brawler to find a peaceful solution? Some question refer to the character's past. One could answer "I never knew my parents" or "I always wanted to explore a certain place in the world". Some questions are about wishes for the future: "I always wanted to become a Knight", "I always wanted to meet a certain race" like the Dredge or one of the other NPC races. The questions are roughly divided into three to four groups and the possible answers have been chosen in a way that does not force the character into a particular direction. One player might decide that his characte rnever knew his parents, another might have another idea of his character and might want a family or decide that his guild members are blood relatives [Editor's Note: RP families rejoice]. We do not want that players feel forced to pick something they don't consider to be fitting for their character. Whenever there is a question that asks for specific events there will always be an option to give an answer that's not quite accurate and hazy instead.

Question: Okay, there will be questions concerning both the character's past, his wishes for the future, and his traits. How fixed will there character traits be - will there be the option to change those later on? Maybe through a specific way of behavior during the game?

Answer: Some traits will be changeable, others won't. I mean, it's logical: If the player decides who the mother of his character was, he can't simply change that later on. But if the character is a loose cannon and has an aggressive personality he can decide to keep his temper in check and not act aggressively when interacting with NPCs and through that slowly change his character's personality.

Question: One big concern of our community was how to identify tasks. Many of them have played for a long time and are used to exclamation marks above the heads of quest givers and other texts which give explanations. How are the players in Guild Wars 2 introduced to the new system which will work without all this information? How ill be prevented that players just run past content because they can't figure out that it is content?

Answer: There are many things we built in in order to make sure that players will recognize content as what it is. First of all we got a tutorial and an introduction to the game. It will explain in detail what exactly happens in the game world. In addition to that there are pop-ups which one can turn on or off and they will explain the basics. But those are really basic hints to get to know the game. The real event system draws attention on its own and does not need explanations or exclamation marks. While you're exploring you could simply jump into the ocean and and dive to its bottom. Now it might happen that an ocean dweller swims up to the player and screams that he should help to defend his village from monsters which are trying to enslave the village population. One doesn't need to actively search for an explanatory text, the game world shows to the players what is happening. And the players will be able to hear what is said around them. Because of that you will naturally stumble upon and into those events. It's supposed to feel as if you run down a street and see a burning house. The happenings draw you towards them and you quickly find out what is going on and if (and most importantly how) you can help. YOu could also inform other players about the event, but it feels completely different from walking up to a quest giver who says "Hey, two blocks down burns a house, go there and extinguish the fire."

Question: If my personal story matches that of a friend, can we do it together to advance or will one of us just be the spectator?

Answer: The hero of a personals story is always only the leader of the group. It's his story, his decisions, and his story alone is being influenced. Friends can always be invited along and become part of your story, witnesses of how you save a village or interact with people from your past. If NPCs talk about the past they always only talk about the past of the group leader. Through participating in the personal story of others one can see many things, but it won't become part of one's own personal story.

Question: Does one receive rewards for helping?

Answer: Yes. We are working on a system for indirect rewards. The rewards for helpers will be different from the rewards for the "owner" of the story.

Question: Helping someone isn't a waste of time, but instead nets you something?

Answer: Absolutely. Who doesn't want to do anything else apart from helping others with their personal story can do so and will  even be able to acquire advanced equipment thorugh that.

Question: How differs the announced "personal instance" from the Hall of Monuments? Is it our own home or is there more to do?

Answer: Concerning the personal instances we can say the following: The Black Citadel, in our example the home of a Charr character is 90% open world identical for all players. Through the character's own home it's possible to access the last 10%, the personal instance. Either alone or with friends who have been invited into the group. The look of the personal instance depends on the personal story, maybe there are buildings which wouldn't exist otherwise. One meets NPC characters who usually aren't there and one can display throphies to show achievements ingame.

Question: Will the personal story influence the PvP part of the game?

Answer: No. The personal story is not intended to give advantages in the game. It's just to develop your character and gain more knowledge about the world of Tyria.

Question:Will I be able to take a look at my decisions throughout my personal story?

Answer: Yes, to some extent. The personal instance will change. The dialogues and the way NPCs react towards the player will change, depending on how one chose to interact with smaller races like the Quargen or Skritt. A saved merchant might be standing around and offer clothing from his home town and funny "town items".

Question:Are those changes only within the personal instance or will other NPCs act differently as well.

Answer: Naturally it will be a lot more prevalent within the personal instance than within the open world. But we tried to make this thing work as much as possible within the open world as well. Depending on which decisions you make certain NPC might talk to you or not. Depending on which order you belong to (note: example: Order of Whispers) their reactions towards you will change.

Question: I've saved the world, played through my personal story, and participated in endless events. How long did that take and what now?

Answer: That depends on the player himself a lot, how fast he'll advance. Some might want to stay on a certain level because they like it. The personal story is divided so that one experiences it on different levels at different locations. The whole big story with the really big end boss one will only complete on the maximum level. How long that takes we can't really say right now.


#23 Jexx

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Posted 27 May 2010 - 02:50 AM

Frizz said:

Meh, this will be a big weak point for the game, if I'm getting it correctly xD. It'll feel like if you want your story to overlap with your friends you need to do the mission or task several times before you can go on as a group, switching party leader each time. In worst case. or it's not possible at all to make a party group since every person gets a different reaction and so a different next task. Either way, playing together as a group through the storyline isn't (really) possible and you'll be moving parallel with your friends throughout the game, until you can all meet at the dragons feet.

The rest looks all great ofcourse. I expect no less. :)

It is supposed to focus just on you, not everybody around you. The truth is, the storyline is more like a single-player game aspect, and that's what they're trying to do. But if you can't tell, the single player events will also encompass what you perceive as story, as the events will be story-filled in my opinion. The events are designed to be the multiplayer storyline. Sure, it repeats itself, but it does it in a way that makes it seem more normal. Rather than how in GW, when you did the missions over with friends, you were repeating the exact same event, when it could also be like single-player content.

In GW2 we have single-player content that expresses only the player/team leader. They have the option to bring others along, but those people would only be doing that to experience a different storyline. While in the persisitant world, we have the multiplayer storyline, with the events and all. But they are also solo-able, to make it less restricting. And then, not to mention the dungeons, which probably incorporate some story-telling.

So we got three forms of main gameplay with story.
Main Storyline- Encompasses only the player and his story. You have the option to bring others along.
Dynamic Events- Encompasses the world as a whole. Can be done in a team, with other people but without a team, and completely solo.
Dungeons- Encompasses probably only the team doing the dungeons. Probably required grouping for these. Maybe some solo dungeouns.

I just hope the Storyline is as long as a Single Player RPG would be.

#24 Malchior Devenholm

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Posted 27 May 2010 - 02:55 AM

Catherine Tearsdale said:

First bit for you guys.

Thanks you Catherine.  I'll give you credit wherever I happen to source this :D

#25 Corsair

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Posted 27 May 2010 - 03:02 AM

Malchior Devenholm said:

Thanks you Catherine.  I'll give you credit wherever I happen to source this :D

Hmm, could use a change in citation on some of the GW2W pages now, mind taking care of that? Personal Storyline and Character Creations pages, I think. I've got my hands full adding citations to other stuff at the moment.

#26 Malchior Devenholm

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Posted 27 May 2010 - 03:11 AM

Corsair said:

Hmm, could use a change in citation on some of the GW2W pages now, mind taking care of that? Personal Storyline and Character Creations pages, I think. I've got my hands full adding citations to other stuff at the moment.

I don't really dabble much with the wiki :D

I'm sure you can guess who I work for... ;)


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#27 Zgeist

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Posted 27 May 2010 - 03:22 AM

Quote

Answer: Some questions actually are about your character's personality. One might be asked how the character would react if he encounters a brawler looking for a fight. Does one defend their friends or takes the initiative? Or tries to talk with the brawler to find a peaceful solution? Some question refer to the character's past. One could answer "I never knew my parents" or "I always wanted to explore a certain place in the world". Some questions are about wishes for the future: "I always wanted to become a Knight", "I always wanted to meet a certain race" like the Dredge or one of the other NPC races. The questions are roughly divided into three to four groups and the possible answers have been chosen in a way that does not force the character into a particular direction

I hope that I get the wrong impression from this interview and this quote in particular but this kinda reads like "what you answer will unlock some personal quests and make NPCs speak to you in a certain way". I seriously hope that I'm making a huge mistake here :p

#28 Malchior Devenholm

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Posted 27 May 2010 - 03:24 AM

Zgeist said:

I hope that I get the wrong impression from this interview and this quote in particular but this kinda reads like "what you answer will unlock some personal quests and make NPCs speak to you in a certain way". I seriously hope that I'm making a huge mistake here :p

It might mean that, but it doesn't mean that one choice will have any less personal story arcs than any other choice.  We already know our choice will affect our story, and therefore, will offer different personal quests to participate in.

#29 Jexx

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Posted 27 May 2010 - 03:36 AM

Zgeist said:

I hope that I get the wrong impression from this interview and this quote in particular but this kinda reads like "what you answer will unlock some personal quests and make NPCs speak to you in a certain way". I seriously hope that I'm making a huge mistake here :p

It'll probably unlock certain quests, but we'll all have the same amount of personal quests based around the same kind of thing.

Like, "Make friends with the ogres" for the Charr that favor Ogres, and "Make friends with the hylek" for the Sylvari who favor Hylek.

And the choices you make ingame and in your character bio question will probably affect how NPCs talk to you.

But how is that a bad thing? It just defines your personal story more.

#30 FoxBat

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Posted 27 May 2010 - 04:07 AM

Question for german speakers:

Quote

Some questions are about wishes for the future: "I always wanted to become a Knight"

There is speculation that one of the unannounced profession seen in titled concept art would be called "Knight" in English.  My question is how that name could translate into German, and how that would relate to the German the above quote comes from.  Are we necessarily talking about the same term here, or could the words be distinct?

Example: if the above quote came from an English interview, I would interpet that as ruling out "Knight" as a profession name.  Seems like a daft question to ask someone who's already decided their profession one way or the other.  Others might pick an opposite interpretation, but either way the word "knight" used in this quote would have some significant relation to a class name.