personal-storyline

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  • Matt Firor on The Elder Scrolls Online's '100% solo' personal story

    by 
    Matt Daniel
    Matt Daniel
    05.18.2012

    Games in the Elder Scrolls series have always been about giving players the opportunity to become the game's hero, and it looks like The Elder Scrolls Online will be no different. The title's game director, Matt Firor, has announced that each character's main storyline in the game will be "100% solo." Firor points back to the previous entries in the series, stating that "in The Elder Scrolls games, you're always the hero... The last thing you want to do is have the final confrontation with Mehrunes Dagon as he's stomping across the Imperial City, and you see like 15 guys behind you waiting to kill him." While it's a good point, we can't help but wonder what kind of an impact this design will have on the social aspect of the MMO, but at this point all we can do is wait and see. Firor's full interview over on Game Informer has plenty of extra information as well, so if you're jonesing for more details, just head on over and check it out for yourself.

  • Flameseeker Chronicles: Quest education

    by 
    Elisabeth
    Elisabeth
    03.13.2012

    Looking around the Guild Warsy corners of the internet, I've found some confusion about quests and dynamic events. Having this handy platform to stand on, I thought I'd try to clarify things for those who aren't really sure what standard XP-gain looks like in Guild Wars 2. If this is old news to some of you, I apologize, but please remember that not everybody's been leaping on news scraps like a ravenous puppy for the last two or three years. With the pretty aggressive abandonment of traditional questing in Guild Wars 2's PvE, there seems to be some misinformation about what directed content will look like. It's relatively accurate to say that there are three main types: personal story quests, renown hearts, and dynamic events. Dungeons, another type of PvE content, are kind of a world unto themselves; they're approached by way of the personal storyline but evidently aren't actually necessary for progress along that line (in an effort to not force people to team up in an MMO unless they jolly well feel like it). They contain events but also static objectives. However, since they're cordoned off by way of instances, it seems pretty safe to leave them out of this conversation. Let's dig in, shall we?

  • Guild Wars 2's Eric Flannum on promises, pets and purpose [Updated]

    by 
    Justin Olivetti
    Justin Olivetti
    06.10.2011

    "Think of the personal story in Guild Wars 2 as you would the 'main' storyline of a great single player RPG," ArenaNet's Eric Flannum said in an interview with GamerZine. Instead of rote MMO quests, this storyline will be full of significant, one-time choices that will have a huge impact on your character. This is just one of the many promises that ArenaNet has made in regard to Guild Wars 2 as the studio strives to differentiate it from the rest of the fantasy pack. The interview covers the main features list of the game: the event system, the personal storyline, and the emphasis on exploration. When pressed about in-game events and holidays, Flannum said that many Guild Wars holidays will be returning: "We haven't planned out exactly what we're doing yet, but we certainly plan to support all of our usual holiday events in Guild Wars 2. Since our event system is very robust I imagine we'll be able to do a lot more things than we were able to do in the first game." He also said that the team is striving to "push the fun and collectability" of the mini-pets system over Guild Wars 2's predecessor. You can read the full interview at GamerZine. [Update: Tap Repeatedly also has a whopper of a GW2 interview up today, this one with Jon Peters and Jonathan Sharp!]