#31
Posted 19 June 2012 - 01:28 PM
Especially the quest where you go to the party and have to socialize with all the rich political folk who are all backstabbing eachother...
#32
Posted 19 June 2012 - 01:31 PM
Chabby, on 19 June 2012 - 01:21 PM, said:
We know for a fact that storylines merge some time past 20 and you get to kill The Big Bad - but that wont change anything in terms of settings or gamedesign. Threat to you as "Saviour of the People" becomes arguably larger - but the downtrodden peasants still wont see beyond their haybales...
Edited by Biz, 19 June 2012 - 01:32 PM.
#33
Posted 19 June 2012 - 01:51 PM
Gilles VI, on 19 June 2012 - 01:26 PM, said:
But you are right, the searing was very emotive. It's why I will never play a Charr in GW2.
Chalky, on 19 June 2012 - 01:12 PM, said:
Edited by Toby_from_Midgard, 19 June 2012 - 01:53 PM.
#34
Posted 19 June 2012 - 02:03 PM
Biz, on 19 June 2012 - 01:19 PM, said:
Secret World would be a good example of how constant dark doesn't improve a storyline. Every NPC you meet proceeds to demonstrate how jaded they are and monologue about their regrets with a wry, dry humor. I felt like I was playing a roving psychotherapist. Couple that with the fact that you can't walk two steps without running into some abomination of walking dead or deranged cultist, and I couldn't help thinking, "Maybe we should just leave this blasted island/desert/whatever" for the forces of darkness. What's worth saving here?
I haven't played much of the storyline in the BWEs, since I don't want to get tired of it, but the one street-rat human story I followed briefly had me rescuing friends who were entangled with a criminal gang that wouldn't let them stop doing crime. That's a pretty dark story-line.
Also, based on the book, Destiny's Edge has some darkness. Eir has been watching fool-hardy Norn throw themselves at a dragon's minion and then had to kill them as they came back corrupted to fight their own families. Caith has an evil lover who is trying to twist her to the Nightmare Court. I'm not sure how far the storyline goes in the first 20 levels, but eventually these stories should come out in our personal stories.
It's probably worth reflecting on whether our exposure to "dark" storylines and entertainment has numbed our palates to the point where we have difficulty even seeing darkness unless it is of a particularly brutal kind.
This is a heroic, sword-and-sorcery, PG kind of game. As others have pointed out, there are other options if you need a violence and brutality fix.
#35
Posted 19 June 2012 - 02:06 PM
#37
Posted 19 June 2012 - 02:09 PM
Toby_from_Midgard, on 19 June 2012 - 12:57 PM, said:
uh....you seriously think that multiple genocide isn't "dark"? What?
Does Arenanet need Nazis eating babies to be dark enough?
Edit. The main thing prophecies failed was the end, I think. THE TITANS...
...who ended up like rolling bugs. Scary!
Edited by Zefiris, 19 June 2012 - 02:10 PM.
#38
Posted 19 June 2012 - 02:10 PM
Human Street Rat Spoilers:
Edited by Megera, 19 June 2012 - 02:13 PM.
#39
Posted 19 June 2012 - 02:16 PM
Castellan, on 19 June 2012 - 12:11 PM, said:
(Warning spoiler contains info on a storyline)
It feels as if a 9 year old can play this game. If that's what Anet was going for then job well done. But I don't believe this is the case.
Now, if the story gets better as it goes then I'm fine. But I have yet to see it.
Anet clearly want to make a family friendly game, hence you get all the "disney movies" feel with the story, if you're looking for a MMO with evil story twists and more, you should try Secret World , there you can get all the dismembered bodies you like
#40
Posted 19 June 2012 - 02:19 PM
Chabby, on 19 June 2012 - 01:07 PM, said:
Color of your armor is what you chose in charactercreation, so thats up to you. You chose streetrat and like it or not, all three choices have a previous life (as told in the openingmovie), with friends. As a streetrat that friend is quinn, the "stranger" who gets into trouble three times in "random" missions. Actually, they arent so random since its all a part of a prestory. As for "being fully friended to logan", You have just been sent out to help Logan defend shaemoor when no-one else was there to do so. Doing that, you gained his respect. In further missions you expand on that. As for your long "dead" sister... nothing was ever said about her being dead, it was implied by the fact that it states you "never recovered her body", but that doesnt mean its set in stone.
Perhaps, if you spend a little more time actually listening to what is said, you may find that it isnt as random as you think.
#43
Posted 19 June 2012 - 02:23 PM
#44
Posted 19 June 2012 - 02:24 PM
Plutonsvea, on 19 June 2012 - 12:52 PM, said:
And also, the cut-scenes are terribly slow. I always decide to skip it, just to get on with the game.
If there is a suggestion that is definitely needed for Gw2, it would be a quest log.
Just so when we have no idea of what I am doing, I can read it and find out why I am doing it.
Theres a section in your Heros panel that contains a journal of sorts. It needs some work and id love to see the detail fleshed out a little bit more. But its there.
#45
Posted 19 June 2012 - 02:32 PM
#46
Posted 19 June 2012 - 02:43 PM
Zefiris, on 19 June 2012 - 02:09 PM, said:
Does Arenanet need Nazis eating babies to be dark enough?
Edit. The main thing prophecies failed was the end, I think. THE TITANS...
...who ended up like rolling bugs. Scary!
I agree that everything in the destroyed Ascalon was rather dark and created a feeling of being at war.
Rurik's death was another dark plot twist (even though getting hit by a tree is not exactly a heroic death).
But once you leave Lion's Arch and the White Mantle/Shining Blade/Lich story pans out, there is barely any desperation noticeable. I know the events ARE kind of dark but they don't really feel like it.
It's probably this feeling that I would like to have for GW2 (and I'm not saying this won't be the case, we obviously don't know).
I want to be desperate!
Imaginos, on 19 June 2012 - 02:20 PM, said:
#47
Posted 19 June 2012 - 03:02 PM
That's what I liked about it.
#48
Posted 19 June 2012 - 03:03 PM
Mordachai, on 19 June 2012 - 02:19 PM, said:
Perhaps, if you spend a little more time actually listening to what is said, you may find that it isnt as random as you think.
And that's the issue. It's my character and my story yet I start playing with a settings/friends already decided for me. There is a prestory to my story. See the issue?
The armor was to point out that for a street rat, my character was very noble and had a pretty good armor/reputation. Prestory? Ok fine, but then it goes against the whole idea of having our own story.
And I know that Quinn is a good friend to my character, but as a player, I felt no attachment to him, no emotion. He was just dumb and annoying. Look at Mass Effect: we meet new characters and we have the chance to discuss with them, to get to know them, we grow up with them and after hours of gameplay, we have our first decision that can have an impact on one of them. So, obviously, we get to have attachment to their personnality and it hurts to decide which of them we want to see die.
Here, Quinn appears out of nowhere (prestory or not), he keeps ignoring me and getting in trouble and there you go: Save him or not. As a player, I just don't care, I just met him. I don't know if this decision comes back later in the game but that's a pretty bad introduction for him or any possibilities of character attachment. If only we could talk to him from time to time in our home district, we could at least learn a bit more about him other than him being involved with a bad guy and being our friend. Plus, it helps for characters development.
It would have been better to meet him, get to know him gradually and then he gets in trouble instead of giving us a prestory and some missions with little impacts on the player.
As for the missions, I do listen, I do read (I have subtitles), but I can't help having this feeling of just following the green dot. Why is this cave there? How come nobody found my sister earlier? I find a traitor, he tells us things, but he doesn't tell us where the cave is or why it's there, the dot just appears to be there and that's all.
Edited by Chabby, 19 June 2012 - 03:10 PM.
#49
Posted 19 June 2012 - 03:06 PM
Castellan, on 19 June 2012 - 12:11 PM, said:
(Warning spoiler contains info on a storyline)
It feels as if a 9 year old can play this game. If that's what Anet was going for then job well done. But I don't believe this is the case.
Now, if the story gets better as it goes then I'm fine. But I have yet to see it.
The original Star Wars, if it were done in a "dark and edgy" fashion, would be grotesque.
@Chabby: what, you want them to let you decide every aspect of your character's personality and backstory during character creation? Can you think of an RPG that does that? Even the TES games always start the player off as a prisoner that escapes from prison and is sent on some grand quest to save the realm, because the devs have to start somewhere, and that's pretty much the most open single-player RPG I can think of. You start with no family, no friends, no connections to the world at all; it's nice to build those things, sure, but it's also nice to play a game where your character isn't just some empty-headed lout with no connections to the world. I'll take the dev-mandated personal connections over zero personal connections any day.
It's also worth pointing out that you're comparing your connection to companions in Mass Effect that you've spent tens of hours with, to your connection with a companion in GW2 that you spent, maybe, an hour with. Your story with Quinn is not the focus of your overarching story. I'd be very surprised if any of the "tutorial" story (basically the first arch, that ends around lvl20) impacts much of anything after it's over. It seems like an introduction to the storytelling system and the world at large, not something that you are supposed to compare to a game that is literally all about your relationships with your companions.
Edited by Skyy High, 19 June 2012 - 03:13 PM.
#50
Posted 19 June 2012 - 03:07 PM
Chabby, on 19 June 2012 - 03:03 PM, said:
#51
Posted 19 June 2012 - 03:09 PM
The personal storyline that we've seen has pretty much nothing to do with the actual story. The actual story involves getting Destiny's Edge together and going into Orr and lands that have been corrupted beyond saving to kill a giant dragon, giant being quite an understatement(considering that Anet said Tequatl the Sunrise was one of the smaller dragons). I have no doubts that the actual story will be really good. Especially getting to Orr and seeing a shell of Arah's former greatness.
Edited by gobberpooper, 19 June 2012 - 03:15 PM.
#52
Posted 19 June 2012 - 03:09 PM
#53
Posted 19 June 2012 - 03:12 PM
Especially Eye of the north. I loved it so much.
#54
Posted 19 June 2012 - 03:12 PM
Didnt they say personal stories get interesting about the level 30 mark when you can make choices and stuff? I might be wrong.
Anywho, havent done any of them yet cos I dont wanna spoil the experiance so I shall reserve judgement (But I honestly doubt it can be as bad as some of the games out there.)
Edited by Kimhyuna, 19 June 2012 - 03:14 PM.
#55
Posted 19 June 2012 - 03:13 PM
I also have a strong feeling that the OP is a very young player. Most that call others children or say something was made for young children often are too immature to enjoy things themselves.
#56
Posted 19 June 2012 - 03:14 PM
But I don't expect anything jaw dropping. To me, this is standard fair fantasy. We are just a bunch of adventurers going off to fight some really big dragons.
This isn't a story done by Bioware, or Robert Jordan, or George RR Martin, or Patrick Rothfuss. I'm not expecting themes from those writers such as intense character development or huge twists in the story. I think most things in this (so far) have been pretty black and white. Besides I think the main lore guy, Grubb I think, was the one who worked on dungeons and dragons campaigns. So i expect stories like that.
#57
Posted 19 June 2012 - 03:16 PM
Silver, on 19 June 2012 - 03:12 PM, said:
Especially Eye of the north. I loved it so much.
Prophecies - Predictable, kind of instantly shifted to different things, a lot of it seeming meaningless, but regardless it was probably the most fun with the best thought-out missions and bonuses.
Factions - Killing "Zombies" and trying to get turtle hippies and emos to get along to kill some Asian dude.
Nightfall - Great story with multiple paths to play. Really fun and sometimes challenging.
Eye of the North - Forget Guild Wars 1... here's new races everyone! Enjoy some lame story we threw together just to reveal some races we're making for GW2!!
Opinions are always different...
#58
Posted 19 June 2012 - 03:17 PM
Skyy High, on 19 June 2012 - 03:06 PM, said:
Well... Yeah, ok, but I want a good balance of both. Even in my example (Mass Effect) we start the game as being someone with people we know. It's not about having a prestory or a small reputation already, but how the storytelling is handled. In the human storyline, it fails in my opinion. We have too much of a reputation already and we know our friends too much, it doesn't give the chance to the player to link with his character and the other NPCs.
Anet took it to an extreme. Not only we already have friends, but they decided it that way so much to a point we're not allowed to get to know them more.
They made me friend with Quinn and one hour later I have to decide if I want to see him dead or no. Having a prestory isn't completely a problem, it's normal and I can live with it somehow, but Arenanet wanted our character to have friends to a point they didn't even allow the player to know them. As a player, I wanted to know Quinn, to be friend with him, to know where he comes from, how we met, if he ever had feeling for someone, I don't know, but he's just an empty dumb character and we're supposed to decide if he lives or not, we're not given the chance to get close to him or whatever. The decision (his death or not) would have had a bigger emotional impact on the player if he had the time to get attached to him. This time/possibility isn't given.
The same goes to Logan. That's why I said I'd rater get to meet them as a player before being given the prestory thing. A good balance is the key. In the human storyline, there is not. Well, if some of youi enjoyed the storyline, good and I can live with it too (I played all the human storyline in the beta), I'm still curious enough to continue. I just hope it gets better in later levels. If not, we'll see in the expansion packs with the feedbacks and such. It could have been handled better, but it could be worse too. For a MMO we're still given lot of choices, so I won't complain to death lol, it's not that bad.
Edited by Chabby, 19 June 2012 - 03:43 PM.
#59
Posted 19 June 2012 - 03:18 PM
Herr Roy Raven, on 19 June 2012 - 03:16 PM, said:
Opinions are always different...
#60
Posted 19 June 2012 - 03:23 PM
Herr Roy Raven, on 19 June 2012 - 03:16 PM, said:
Factions - Killing "Zombies" and trying to get turtle hippies and emos to get along to kill some Asian dude.
Nightfall - Great story with multiple paths to play. Really fun and sometimes challenging.
Eye of the North - Forget Guild Wars 1... here's new races everyone! Enjoy some lame story we threw together just to reveal some races we're making for GW2!!
Opinions are always different...
Prophecies was never predictable, wtf are you talking about?
Nightfall was fantastic, great environment and good choices and good characters and super fun missions. lol the first time you get to Torment and get massacred by every mob is always memorable.
EotN had a good story, but it was just that it was more a prequel to GW2 than a sequel to GW1.
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