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Guild Wars 2: Dungeon Running Differently

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Comments

  • Daffid011Daffid011 Member UncommonPosts: 7,945

    That sounds pretty damn cool.

  • AthcearAthcear Member Posts: 420

    This looks pretty sexy.

    Important facts:
    1. Free to Play games are poorly made.
    2. Casuals are not all idiots, but idiots call themselves casuals.
    3. Great solo and group content are not mutually exclusive, but they suffer when one is shoved into the mold of the other. The same is true of PvP and PvE.
    4. Community is more important than you think.

  • HomituHomitu Member UncommonPosts: 2,030

    Originally posted by tmr819

    Do the dungeons scale to party size (1 to 5 players) or do you have to find 4 other players any time you want to run a dungeon? Seem like that could be kind of a pain, imo, especially after the masses have cycled through a lower-level dungeons and the player population thins out.

    GW addressed this issue by having henchmen available, but GW2 doesn't have henchmen.

    If I'd had to find other full groups of players all the time just to run dungeons in GW (since GW was mostly instanced, everything was really a "dungeon"), I'd probably have quit playing that game pretty quickly in frustration.

    Check out the OP's links to the PC Gamer articles and all your questions will be answered. 

  • Loke666Loke666 Member EpicPosts: 21,441

    Originally posted by stevebmbsqd

    Originally posted by peacekraft

    This is what I have been waiting for all my life. A promised piece of loot for everyone on dungeon completion!

    Well this isn't a new feature.  DDO already has an individual chest for each person in the group with loot specific for that person. 

    Also....when it comes to an over arching story..... I'll take Bioware and SWTOR anyday.

    Well, yes and no. Here you get a token and buy what you want from a merchant, and that has never been done, at least not in all dungeons in a game.

    As for story, GW2s story is written by Jeff Grubb, he wrote a lot of Forgotten realms and Dragonlance books ("Curse of the Azure bonds" is probably most famous).

    So the story seems pretty good even if you wont have as many choices as in TOR. For one thing can't you work for the evil side in GW2 even if you can be a jerk.

    I can understand if you like Biowares story, their version of Neverwinter nights is still my favorite computer game of all time but I think GW2s personal storyline should be enough to make the game worth playing for story fans anyways. No monthly fees so you can play both beside eachother without paying through your nose. :)

    Myself I will play GW2 since I like the first game. I will also try out TOR, Rift and Tera and maybe play one of them by the side, I really can't choose which one before trying them.

  • happyfartshappyfarts Member UncommonPosts: 95

    I've heard game devs make promises before. I won't believe a word until I get a taste of the game ...

    That said, it seems more fleshed out than any of those other games. I hope their succeeds purely because they had the balls to actually try be innovative. I'm all in favour of a more dynamic n fluid experience in mmorpgs

  • MumboJumboMumboJumbo Member UncommonPosts: 3,219

    I usually find dungeons to be very boring. The inclusion of story will definitely tempt me to complete these and there seem to be a good number of them to do (and this would be multiplied by the number of repeats you might do too), so another feature that ArenaNet are trying to push beyond the expected quality of. To the poster that mentioned "'I'll take bioware stories anyday" or such, I'll take good stories where I can find them anyday. ;)

  • jbuettlerjbuettler Member UncommonPosts: 11

    Originally posted by Rivalen



    It just keeps on getting better and better....


     

    I second that.

  • OriousOrious Member UncommonPosts: 548

    I think this is a perfect idea to the "story" driven mmorpg. I am someone who believes that an mmorpg should feel wordly and repeating the same story over and over feels like a console/lobby game to me. While this may be fun, it certainly makes the game more game-like and less word-like. Having changes like this improves on the world aspect of the mmo that seems to be greatly diminishing in many of the newer titles (that focus on story arcs). GW wasn't known not for it's "wordliness". This makes me believe that while someone like me enjoyed GW2 as a dungeon/lobby game, the full-fledge possibilities that an mmo should bring that were lacking before will draw me in much more.

    This is how story driven dungeons should be... one time through the story. Makes more sense to me :).

     

    image

  • This may be really fun, but I will WAIT and judge after playing through some of them.

     

    Sometimes I repeat dungeons because I really liked them (sometimes you read stories twice if you really liked them), or because the first time everything went way too fast and I didn't appreciate what was going on.

     

    At least Anet is not deliberately designing for repetition. Yes, you can have that nice armour you want, but only if you do the dungeon 6 times is a familiar line for us MMOers.

     

    My other hesitation is that I'm currently playing Darkfall and I'd (almost) forgotten how amazing a sandbox can be. It is YOUR story, told YOUR way. What makes it interesting is the (real) people you meet and the things that happen to you that you dont necessarily intend to happen.

     

  • Garvon3Garvon3 Member CommonPosts: 2,898

    I think this clip is appropriate.

     

     

    http://www.youtube.com/watch?v=cp069Y_P-9M

     

    So I gathered from that writeup that there will be no REAL dungeons in the game, all of them are instanced and you'll never bump into other players you didn't already bring with you? 

     

    This is how MMORPGs die, with thunderous applause. 

  • RokurgeptaRokurgepta Member, Newbie CommonPosts: 2,136

    Originally posted by Garvon3

    I think this clip is appropriate.

     

     

    http://www.youtube.com/watch?v=cp069Y_P-9M

     

    So I gathered from that writeup that there will be no REAL dungeons in the game, all of them are instanced and you'll never bump into other players you didn't already bring with you? 

     

    This is how MMORPGs die, with thunderous applause. 


     

     GW1 seems to have thrived just fine using that method. Bumping into other players while spawn camping is more of a game killer then instancing would ever be. Nothing less fun then knowing you will never get to kill a mob because 24/7 guild has laid claim to the spawn site.

  • RokurgeptaRokurgepta Member, Newbie CommonPosts: 2,136

    Originally posted by stevebmbsqd

    Originally posted by peacekraft

    This is what I have been waiting for all my life. A promised piece of loot for everyone on dungeon completion!

     

    Well this isn't a new feature.  DDO already has an individual chest for each person in the group with loot specific for that person. 

     

    Also....when it comes to an over arching story..... I'll take Bioware and SWTOR anyday.


     

     Yeah but DDO has way too much trash loot. I also hate how DDO does raid loot. Way too many completions needed to get stuff and the raids in DDO pretty much get boring after 2 times.

  • OnyxBMWOnyxBMW Member Posts: 207

    Originally posted by FreddyNoNose



    Originally posted by Ithi

    There is more than one thing that is attractive about this sort of dungeon:

    1. My friends can join me in "my" story, and I can join them in "theirs", thus getting a different experience from the same dungeon, as I understand it.

    2. The loot will be shared equally and will be designed to fit the players present.  A ranger will get loot to benefit a ranger, for instance.  No multiple runs just to get the piece you want, because the necro got the good one this time.

    3. No competition for loot drops--in fact, no competition for anything.  I think this is one of the most compellingly great parts of GW2 overall.  The things that have made other MMOs a real pain to play--the loot and kill stealing, the camping, etc. ad nauseum--these things look to be a thing of the past in GW2 and in their dungeons.

    We CAN all just get along!  What a concept!

    4.  The same dungeon will never really be the same.  This is exciting to me!  Plus, there is STORY here, not just mindless mob killing.  Makes it mean something to do a dungeon, besides just picking up after dead beasties.

     

    Really, REALLY looking forward to this game!

     That's fine and all but the reason for of those rinse repeate problems is that players have too much time to put into a game vs the time it takes to generate content.  With a progression/advancement system you either have to slow them down, build as fast as they consume or allow them to run into the end of content for a while.  Sure, you can add PVP and social activities into the mix to give the appearance of stuff to do but is that good enough?


     

    I cannot possibly fathom why people want to endlessly throw their lives away doing the same thing they did last weak the next week, and then the week after that, and then the week after that, and then the week after that....and then the.....

     

    And I'm not talking leveling in an MMO in general.  I'm talking just...the same dungeon.  Over, and over, and over, and over, and over, ad naseum.  This isn't good game design.  "Forcing" people to play the same content over and over is not fun.  It's not interesting.  It's stupid.  People should be recoiling in fear over this idiotic game design, not actively preferring it over more intelligent and fun game design.  I mean, games are designed to be enjoyed, replayed to a degree, and then discarded for the next greatest game, with maybe a potential replay a couple months/years later.

     

    To put it another way, would you, honestly, read a book, read up to chapter 7 of 10, then read chapter 8 three times in a row because you must before you go on to the next chapter, then go to chapter 9, which you will read 3 times in a row, and then chapter 10, which you will, again, read 3 times in a row, before you're allowed to read the sequel to the book?  That is the best analogy to explain the idiocy of the game design you think is most acceptable.

     

    If you're worried about the community/guild interractions/etc, then play the game because it's fun.  If it's fun, people will stick around regardless of recycled content.  If it's not, ANet has done something wrong.  Either way, that's why you have alts, the down-leveling system, dungeons with unique gear sets in each one which you will run no less than 5 times for a complete set, and that's in explorable mode assuming GW2 uses the same armor system as GW1 (I haven't read otherwise, so just using it as an example) and, y'know, helping people, pvp, social activites, exploration...etc.   It sounds a lot more interesting than "And you will run this one dungeon no less than once every week for no less than 3 months.  And you will like it."

  • kinidokinido Member UncommonPosts: 429

    Just gives me more time to play D3 when thats released before this ;D haha ..

    PS - All mammals have nipples.

    Get over it already.


    image

  • Garvon3Garvon3 Member CommonPosts: 2,898

    Originally posted by Rokurgepta

    Originally posted by Garvon3

    I think this clip is appropriate.

     

     

    http://www.youtube.com/watch?v=cp069Y_P-9M

     

    So I gathered from that writeup that there will be no REAL dungeons in the game, all of them are instanced and you'll never bump into other players you didn't already bring with you? 

     

    This is how MMORPGs die, with thunderous applause. 


     

     GW1 seems to have thrived just fine using that method. Bumping into other players while spawn camping is more of a game killer then instancing would ever be. Nothing less fun then knowing you will never get to kill a mob because 24/7 guild has laid claim to the spawn site.

    GW1 also wasn't being marketed as an MMO. And no, I bet if you took a poll, seeing other people in a MASSIVELY MULTIPLAYER game is not nearly as "game breaking" as seeing NO ONE in said game.

    And through all the history of MMOs I can only think of 2 games where there was spawn  camping. Properly designed games do not have spawn camping.

  • DookzDookz Member UncommonPosts: 562

    The entire world is actually one open dungeon. Epic mobs don't hide in the lowest part of a dungeon. I would have preferred that dungeons be persistent but instanced dungeon plays provides a different experience from the open world. I think the scripted dungeon play will be similar to the scripted instanced missions in GW1 more so than a randomly generated dungeon where each time you entered a dungeon, mobs would be rearranged and that's it.

    Playing now: Cities: Skyline / Ori and the Blind Forest / Banished

  • Zim122692Zim122692 Member Posts: 2

    But what if the author made those chapters so riveting that reading them over is not a chore at all?

  • Zim122692Zim122692 Member Posts: 2

    Originally posted by OnyxBMW



    Originally posted by FreddyNoNose



    Originally posted by Ithi

    There is more than one thing that is attractive about this sort of dungeon:

    1. My friends can join me in "my" story, and I can join them in "theirs", thus getting a different experience from the same dungeon, as I understand it.

    2. The loot will be shared equally and will be designed to fit the players present.  A ranger will get loot to benefit a ranger, for instance.  No multiple runs just to get the piece you want, because the necro got the good one this time.

    3. No competition for loot drops--in fact, no competition for anything.  I think this is one of the most compellingly great parts of GW2 overall.  The things that have made other MMOs a real pain to play--the loot and kill stealing, the camping, etc. ad nauseum--these things look to be a thing of the past in GW2 and in their dungeons.

    We CAN all just get along!  What a concept!

    4.  The same dungeon will never really be the same.  This is exciting to me!  Plus, there is STORY here, not just mindless mob killing.  Makes it mean something to do a dungeon, besides just picking up after dead beasties.

     

    Really, REALLY looking forward to this game!

     That's fine and all but the reason for of those rinse repeate problems is that players have too much time to put into a game vs the time it takes to generate content.  With a progression/advancement system you either have to slow them down, build as fast as they consume or allow them to run into the end of content for a while.  Sure, you can add PVP and social activities into the mix to give the appearance of stuff to do but is that good enough?


     

    I cannot possibly fathom why people want to endlessly throw their lives away doing the same thing they did last weak the next week, and then the week after that, and then the week after that, and then the week after that....and then the.....

     

    And I'm not talking leveling in an MMO in general.  I'm talking just...the same dungeon.  Over, and over, and over, and over, and over, ad naseum.  This isn't good game design.  "Forcing" people to play the same content over and over is not fun.  It's not interesting.  It's stupid.  People should be recoiling in fear over this idiotic game design, not actively preferring it over more intelligent and fun game design.  I mean, games are designed to be enjoyed, replayed to a degree, and then discarded for the next greatest game, with maybe a potential replay a couple months/years later.

     

    To put it another way, would you, honestly, read a book, read up to chapter 7 of 10, then read chapter 8 three times in a row because you must before you go on to the next chapter, then go to chapter 9, which you will read 3 times in a row, and then chapter 10, which you will, again, read 3 times in a row, before you're allowed to read the sequel to the book?  That is the best analogy to explain the idiocy of the game design you think is most acceptable.

     

    If you're worried about the community/guild interractions/etc, then play the game because it's fun.  If it's fun, people will stick around regardless of recycled content.  If it's not, ANet has done something wrong.  Either way, that's why you have alts, the down-leveling system, dungeons with unique gear sets in each one which you will run no less than 5 times for a complete set, and that's in explorable mode assuming GW2 uses the same armor system as GW1 (I haven't read otherwise, so just using it as an example) and, y'know, helping people, pvp, social activites, exploration...etc.   It sounds a lot more interesting than "And you will run this one dungeon no less than once every week for no less than 3 months.  And you will like it."


     

    But what if the author made those chapters so riveting that reading them over is not a chore at all?

  • RokurgeptaRokurgepta Member, Newbie CommonPosts: 2,136

    Originally posted by Garvon3

    Originally posted by Rokurgepta

    Originally posted by Garvon3

    I think this clip is appropriate.

     

     

    http://www.youtube.com/watch?v=cp069Y_P-9M

     

    So I gathered from that writeup that there will be no REAL dungeons in the game, all of them are instanced and you'll never bump into other players you didn't already bring with you? 

     

    This is how MMORPGs die, with thunderous applause. 


     

     GW1 seems to have thrived just fine using that method. Bumping into other players while spawn camping is more of a game killer then instancing would ever be. Nothing less fun then knowing you will never get to kill a mob because 24/7 guild has laid claim to the spawn site.

    GW1 also wasn't being marketed as an MMO. And no, I bet if you took a poll, seeing other people in a MASSIVELY MULTIPLAYER game is not nearly as "game breaking" as seeing NO ONE in said game.

    And through all the history of MMOs I can only think of 2 games where there was spawn  camping. Properly designed games do not have spawn camping.


     

     People in MMOs seem to spend more time these days avoiding eachother and looking to solo. GW2 will not fail for the reason you said. It will thrive like GW1 did. I can think of more than 2 MMOs with spawn camping in the history of MMOs but that argument is a waste of time.

  • KizzattaKizzatta Member Posts: 59

    Originally posted by Rokurgepta



    Originally posted by Garvon3


    Originally posted by Rokurgepta


    Originally posted by Garvon3

    I think this clip is appropriate.

     

     

    http://www.youtube.com/watch?v=cp069Y_P-9M

     

    So I gathered from that writeup that there will be no REAL dungeons in the game, all of them are instanced and you'll never bump into other players you didn't already bring with you? 

     

    This is how MMORPGs die, with thunderous applause. 


     

     GW1 seems to have thrived just fine using that method. Bumping into other players while spawn camping is more of a game killer then instancing would ever be. Nothing less fun then knowing you will never get to kill a mob because 24/7 guild has laid claim to the spawn site.

    GW1 also wasn't being marketed as an MMO. And no, I bet if you took a poll, seeing other people in a MASSIVELY MULTIPLAYER game is not nearly as "game breaking" as seeing NO ONE in said game.

    And through all the history of MMOs I can only think of 2 games where there was spawn  camping. Properly designed games do not have spawn camping.


     

     People in MMOs seem to spend more time these days avoiding eachother and looking to solo. GW2 will not fail for the reason you said. It will thrive like GW1 did. I can think of more than 2 MMOs with spawn camping in the history of MMOs but that argument is a waste of time.


     

    Garvon3 you usually play an assassin and you get your kicks by punking lower level newbs. Admit it.

  • XpertiseXpertise Member Posts: 120

    Originally posted by Garvon3



    Originally posted by Rokurgepta


    Originally posted by Garvon3

    I think this clip is appropriate.

     

     

    http://www.youtube.com/watch?v=cp069Y_P-9M

     

    So I gathered from that writeup that there will be no REAL dungeons in the game, all of them are instanced and you'll never bump into other players you didn't already bring with you? 

     

    This is how MMORPGs die, with thunderous applause. 


     

     GW1 seems to have thrived just fine using that method. Bumping into other players while spawn camping is more of a game killer then instancing would ever be. Nothing less fun then knowing you will never get to kill a mob because 24/7 guild has laid claim to the spawn site.

    GW1 also wasn't being marketed as an MMO. And no, I bet if you took a poll, seeing other people in a MASSIVELY MULTIPLAYER game is not nearly as "game breaking" as seeing NO ONE in said game.

    And through all the history of MMOs I can only think of 2 games where there was spawn  camping. Properly designed games do not have spawn camping.


     

     

    For the BILLIONTH time already - Guild Wars 2 will have a PERSISTANT WORLD. It WILL NOT be heavily instanced like Guild Wars 1.


     


    Will Guild Wars 2 be an MMO?

    Yes. Guild Wars 2 provides a massive, online persistent world.

    Source: http://www.guildwars2.com/en/the-game/game-faq/#five

     

    And if you actually bothered to check out the game footage you would have known this. So please stop this ignorant bashing of the game you dont know anything about.

  • KizzattaKizzatta Member Posts: 59

    Originally posted by Xpertise



    Originally posted by Garvon3



    Originally posted by Rokurgepta


    Originally posted by Garvon3

    I think this clip is appropriate.

     

     

    http://www.youtube.com/watch?v=cp069Y_P-9M

     

    So I gathered from that writeup that there will be no REAL dungeons in the game, all of them are instanced and you'll never bump into other players you didn't already bring with you? 

     

    This is how MMORPGs die, with thunderous applause. 


     

     GW1 seems to have thrived just fine using that method. Bumping into other players while spawn camping is more of a game killer then instancing would ever be. Nothing less fun then knowing you will never get to kill a mob because 24/7 guild has laid claim to the spawn site.

    GW1 also wasn't being marketed as an MMO. And no, I bet if you took a poll, seeing other people in a MASSIVELY MULTIPLAYER game is not nearly as "game breaking" as seeing NO ONE in said game.

    And through all the history of MMOs I can only think of 2 games where there was spawn  camping. Properly designed games do not have spawn camping.


     

     

    For the BILLIONTH time already - Guild Wars 2 will have a PERSISTANT WORLD. It WILL NOT be heavily instanced like Guild Wars 1.


     


    Will Guild Wars 2 be an MMO?

    Yes. Guild Wars 2 provides a massive, online persistent world.

    Source: http://www.guildwars2.com/en/the-game/game-faq/#five

     

    And if you actually bothered to check out the game footage you would have known this. So please stop this ignorant bashing of the game you dont know anything about.


     

    They were talking about GW1. Cool story though, bro.

  • artemisentr4artemisentr4 Member UncommonPosts: 1,431

    Originally posted by OnyxBMW

    Originally posted by FreddyNoNose



    Originally posted by Ithi

    There is more than one thing that is attractive about this sort of dungeon:

    1. My friends can join me in "my" story, and I can join them in "theirs", thus getting a different experience from the same dungeon, as I understand it.

    2. The loot will be shared equally and will be designed to fit the players present.  A ranger will get loot to benefit a ranger, for instance.  No multiple runs just to get the piece you want, because the necro got the good one this time.

    3. No competition for loot drops--in fact, no competition for anything.  I think this is one of the most compellingly great parts of GW2 overall.  The things that have made other MMOs a real pain to play--the loot and kill stealing, the camping, etc. ad nauseum--these things look to be a thing of the past in GW2 and in their dungeons.

    We CAN all just get along!  What a concept!

    4.  The same dungeon will never really be the same.  This is exciting to me!  Plus, there is STORY here, not just mindless mob killing.  Makes it mean something to do a dungeon, besides just picking up after dead beasties.

     

    Really, REALLY looking forward to this game!

     That's fine and all but the reason for of those rinse repeate problems is that players have too much time to put into a game vs the time it takes to generate content.  With a progression/advancement system you either have to slow them down, build as fast as they consume or allow them to run into the end of content for a while.  Sure, you can add PVP and social activities into the mix to give the appearance of stuff to do but is that good enough?


     

    I cannot possibly fathom why people want to endlessly throw their lives away doing the same thing they did last weak the next week, and then the week after that, and then the week after that, and then the week after that....and then the.....

     

    And I'm not talking leveling in an MMO in general.  I'm talking just...the same dungeon.  Over, and over, and over, and over, and over, ad naseum.  This isn't good game design.  "Forcing" people to play the same content over and over is not fun.  It's not interesting.  It's stupid.  People should be recoiling in fear over this idiotic game design, not actively preferring it over more intelligent and fun game design.  I mean, games are designed to be enjoyed, replayed to a degree, and then discarded for the next greatest game, with maybe a potential replay a couple months/years later.

     

    To put it another way, would you, honestly, read a book, read up to chapter 7 of 10, then read chapter 8 three times in a row because you must before you go on to the next chapter, then go to chapter 9, which you will read 3 times in a row, and then chapter 10, which you will, again, read 3 times in a row, before you're allowed to read the sequel to the book?  That is the best analogy to explain the idiocy of the game design you think is most acceptable.

     

    If you're worried about the community/guild interractions/etc, then play the game because it's fun.  If it's fun, people will stick around regardless of recycled content.  If it's not, ANet has done something wrong.  Either way, that's why you have alts, the down-leveling system, dungeons with unique gear sets in each one which you will run no less than 5 times for a complete set, and that's in explorable mode assuming GW2 uses the same armor system as GW1 (I haven't read otherwise, so just using it as an example) and, y'know, helping people, pvp, social activites, exploration...etc.   It sounds a lot more interesting than "And you will run this one dungeon no less than once every week for no less than 3 months.  And you will like it."

     This is what GW2 will alow players to do. It is a B2P, so no need to keep people on the treadmill as long as possible for another months sub. Just make a fun game than any casual can play and just have fun. GW2 seems to be on the path for just game play, not the timesink many other MMOs throw at players. That is a very good thing IMO.

    Plus, many GW players will be playing other MMO's or games at the same time. No sub for GW2 means it will just be for fun as GW1 was. They just want to sell as many boxes as possible. And gamers will buy the game because there is no sub.  That is why they are going in the dirrection of building features for fun game play IMO.

    “How many people long for that "past, simpler, and better world," I wonder, without ever recognizing the truth that perhaps it was they who were simpler and better, and not the world about them?”
    R.A.Salvatore

  • IthiIthi Member Posts: 43

    Originally posted by Hathi

    "Forget this foolish path of personal storyline and unique dungeons. The Players do not want that. They want runs for loot. We know best. We have been designing these games for years. Charge a subscription fee too. They will pay it.  Add an item shop when all seems lost. We know what we are doing.."

    - a WoW designer



    Lord, give us the wisdom to utter words that are gentle and tender, for tomorrow we may have to eat them.

    Mo Udall

  • therez0therez0 Member Posts: 379

    Originally posted by Loke666

    Originally posted by stevebmbsqd


    Originally posted by peacekraft

    This is what I have been waiting for all my life. A promised piece of loot for everyone on dungeon completion!

    Well this isn't a new feature.  DDO already has an individual chest for each person in the group with loot specific for that person. 

    Also....when it comes to an over arching story..... I'll take Bioware and SWTOR anyday.

    Well, yes and no. Here you get a token and buy what you want from a merchant, and that has never been done, at least not in all dungeons in a game.

    As for story, GW2s story is written by Jeff Grubb, he wrote a lot of Forgotten realms and Dragonlance books ("Curse of the Azure bonds" is probably most famous).

    So the story seems pretty good even if you wont have as many choices as in TOR. For one thing can't you work for the evil side in GW2 even if you can be a jerk.

    I can understand if you like Biowares story, their version of Neverwinter nights is still my favorite computer game of all time but I think GW2s personal storyline should be enough to make the game worth playing for story fans anyways. No monthly fees so you can play both beside eachother without paying through your nose. :)

    Myself I will play GW2 since I like the first game. I will also try out TOR, Rift and Tera and maybe play one of them by the side, I really can't choose which one before trying them.

    I think the reson you liked the Bioware Neverwinter is because R.A. Salvatore had a hand in crafting the story.  Bob later went on to write a series of novels called Neverwinter, and a new game based on that is being made.   To think Bob only had a small part in NWN... think about what awesome plot 38Studios' game will have with him as the lead story designer.

     

    But back to topic, Jeff is a great author, and the original GW had one of the best plots of MMO's I've played--it also shames a good number of single player RPG plots as well, but thats more commentary on how poor those games are.  And if anyone  need more assurances about the plot, one could pick up the novel for a song in digital form.

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