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Guild Wars 2

Guild Wars 2 

General Discussion  » Is anyone else a little turned off by the Personal Story?

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93 posts found
  Serelisk

Novice Member

Joined: 8/02/11
Posts: 845

10/18/11 5:37:06 PM#41

If it adds anything to the conversation, players recieve karma for helping another player with their personal storyline. The game will scale to accomodate up to the 5 players that can be in a party during the personal storyline.

I don't think it takes anything at all away from the MMO side of the game. Arena Net wants to provide for the players who want a rich, engaging storyline based on the decisions they make, as well as the players who want the multiplayer action of dynamic events and World vs World vs World that happens in the persistent environment.

It was said before, but...

Dynamic events are putting the MMO back in MMORPG.

Personal Storyline is putting the RPG back in MMORPG.

 


  Pilnkplonk

Advanced Member

Joined: 3/02/10
Posts: 1558

10/18/11 5:43:05 PM#42

Direct to OP question

No, not really... Personal story is 100% optional from the beginning tutorial on so I wouldn't worry about it. I consider it a bonus game on top of what GW2 has to offer elsewhere. It's like someone added a nice optional sp/co-op full RPG to your persistent mmo experience.

I guess I'll play that instead of D3 when I get my sp/co-op leg up lol. (Up yours Bliz, what did you do with my WoW sub money?!?!)

  Pilnkplonk

Advanced Member

Joined: 3/02/10
Posts: 1558

10/18/11 5:49:11 PM#43
Originally posted by VowOfSilence

100% agree. The personal story is just as backwards as SWTOR, except SWTOR is superior in terms of presentation. People want GW2 PvE because of dynamics events, and imo that's what Anet should focus on in expansions. Personal story is great, but only if it's told with the help of dynamic events instead of instances.

From some reports it seems that personal story doesn't take place entirely in instances..At some points you're required to wander about the "real" world. It's not really completely separate from the main game world. There's been some mention of something that sounds suspiciously like phasing... We'll see how it plays out, tho I wouldn't worry too much about it as long as it's optional. Frankly, I'd pay the full box price just to play WvW even if there were nothing else in the game.

  Requiamer

Novice Member

Joined: 5/20/05
Posts: 2054

10/19/11 11:57:31 AM#44

A good story for your character cannot be bad. Especially if it is just one from many other options. If it immerse you into the lore, the house quarter feature, give you some good suggestion on what and how to do in game, and those kind of stuff why not? It's better to have lore ingame than in a web site. If it is a succession of fed ex, then i'll pass i guess.

  nomss

Novice Member

Joined: 7/21/10
Posts: 1488

10/19/11 12:31:22 PM#45

I think most of the personal story does play out in the real world?

Guild Wars 2's 50 minutes game play video:
http://n4g.com/news/592585/guild-wars-2-50-minutes-of-pure-gameplay
Everything We Know about GW2:
http://www.mmorpg.com/discussion2.cfm/thread/287180/page/1

  Fozzik

Novice Member

Joined: 11/21/03
Posts: 543

10/19/11 12:35:29 PM#46

It is instanced. You will enter the instanced personal story content at various points around the world, though. I think.

  bazak

Novice Member

Joined: 11/05/07
Posts: 290

10/19/11 12:58:45 PM#47
Originally posted by Pilnkplonk
Originally posted by VowOfSilence

100% agree. The personal story is just as backwards as SWTOR, except SWTOR is superior in terms of presentation. People want GW2 PvE because of dynamics events, and imo that's what Anet should focus on in expansions. Personal story is great, but only if it's told with the help of dynamic events instead of instances.

From some reports it seems that personal story doesn't take place entirely in instances..At some points you're required to wander about the "real" world. It's not really completely separate from the main game world. There's been some mention of something that sounds suspiciously like phasing... We'll see how it plays out, tho I wouldn't worry too much about it as long as it's optional. Frankly, I'd pay the full box price just to play WvW even if there were nothing else in the game.

this is a bit wrong you see, all they ever said was that you had to TRAVEL the world to get to where you can do your personal story at some points (i wudnt expect youd fight zhaitan in one of the racial citys, btw caps is for emphasis no yelling here). and the only phasing type thing there is in gw2 is the phasing of individual RESOURCE NODES so that noone gets ninja noded everything else happens in the persistant world (exception of course to dungeons, personal story and the instanced type of pvp.)

  nezbel

Apprentice Member

Joined: 8/20/08
Posts: 46

10/19/11 1:11:34 PM#48

I honestly don't see the problem. Why should they leave something out? What if I want to solo for a bit and just work on something myself. It always good to have game play options and having a peronsal story can help you feel more attached to your character. It doesn't take away from the Dynamic Events, just seems like it adds another layer of play that would be silly to take away.

  User Deleted
10/19/11 1:14:02 PM#49

Personal story turns me ON. I love 'long string of instanced traditional quests'.

  JoeyMMO

Advanced Member

Joined: 10/09/11
Posts: 1254

To busy playing GW2 to post much around here... *shrug*

10/19/11 1:42:15 PM#50

The personal story is a story for your character specifically. You can bring friends into your home instance, they can help you in your personal story quests if you and they want that. I'm sure you can pretty much skip it all without problem. It's there for the players that want to live the story of their character. You don't have to do it if you don't want to, do what you find enjoyable. I can't say I'm worried about having options. Maybe some day you'll feel like experiencing some storytelling where it's all about your character, you never know.

  fiontar

Hard Core Member

Joined: 4/07/04
Posts: 3674

10/19/11 3:38:38 PM#51

I don't get why anyone would be "turned off" by the personal story.

The Personal Story content is a big plus for me.

You develop your character there and sort of set up their place in the world. If you don't want your characters to have any depth and don't care for a personal, interactive, branching story that also offers quality rewards, don't do it. It's really that simple. I don't know why anyone would want to bypass it, but it's your choice to do so.

Want to know more about GW2 and why there is so much buzz? Start here: Guild Wars 2 Mass Info for the Uninitiated

  BadSpock

Hard Core Member

Joined: 8/21/04
Posts: 7649

Logic be damned!

10/19/11 3:47:22 PM#52

I find it really funny that in a Guild Wars 2 thread the Personal Story is touted as this revolutionary and amazing thing that helps you connect to your character and the world around you and make all these choices and have an impact etc.

But then in Star Wars: The Old Republic threads people say that the focus on Bioware-style personal story is a terrible thing that is taking the genre in the wrong direction and turning it into a "single player RPG" without the MMO bits...

I just appreciate the irony, that is all.

I honestly believe the personal story will be the worst part of Guild Wars 2, but that doesn't mean I think the personal story will be bad, it's just that I believe the rest of the game is going to be that good!

Now Playing: D3:RoS
Looking Towards: Destiny

  Varthander

Advanced Member

Joined: 9/19/07
Posts: 433

Forum ranks are useless.

10/19/11 3:58:19 PM#53

To be honest i always liked the personal stories, more even now that they include full voice and cutscenes so... i really cant dislike it, maybe in a future when i get used to it i will remain neutral. Not for now at least.

  Saxx0n

Tipster

Joined: 10/15/10
Posts: 802

10/19/11 3:58:37 PM#54
Originally posted by BadSpock

But then in Star Wars: The Old Republic threads people say that the focus on Bioware-style personal story is a terrible thing that is taking the genre in the wrong direction and turning it into a "single player RPG" without the MMO bits...

I just appreciate the irony, that is all.

Actually there is no personal story in SWTOR unless you solo the whole game. If you are in a group your "personal" choice doesn't matter - the group decides the outcome of conversations.

So there is irony in your irony.

  BadSpock

Hard Core Member

Joined: 8/21/04
Posts: 7649

Logic be damned!

10/19/11 4:04:31 PM#55
Originally posted by Saxx0n
Originally posted by BadSpock

But then in Star Wars: The Old Republic threads people say that the focus on Bioware-style personal story is a terrible thing that is taking the genre in the wrong direction and turning it into a "single player RPG" without the MMO bits...

I just appreciate the irony, that is all.

Actually there is no personal story in SWTOR unless you solo the whole game. If you are in a group your "personal" choice doesn't matter - the group decides the outcome of conversations.

So there is irony in your irony.

Irony of your irony is that the class quests in TOR are all personal story and the rest of the game isn't really instanced and the class quests you can invite other people into your story if you choose to.

Just like GW2 personal story.

The instances (dungeons) in TOR are exactly like the story mode dungeons in GW2 in that they are much, much easier and focus on telling the tale (and in TOR include the group conversation stuff).

At more "end game" GW2 has the exploration mode for the dungeons and TOR will have heroic mode that (they've only recently said this) will have LESS focus on story and more focus on game play, puzzle solving, combat etc.

Funny how similar many things are in these games when one takes the fanboi/hater shades off, yes?

Obviously a great many differences too, but that goes without saying.

Now Playing: D3:RoS
Looking Towards: Destiny

  grimm6th

Novice Member

Joined: 10/22/10
Posts: 978

10/19/11 4:17:49 PM#56
Originally posted by BadSpock

I find it really funny that in a Guild Wars 2 thread the Personal Story is touted as this revolutionary and amazing thing that helps you connect to your character and the world around you and make all these choices and have an impact etc.

But then in Star Wars: The Old Republic threads people say that the focus on Bioware-style personal story is a terrible thing that is taking the genre in the wrong direction and turning it into a "single player RPG" without the MMO bits...

I just appreciate the irony, that is all.

I honestly believe the personal story will be the worst part of Guild Wars 2, but that doesn't mean I think the personal story will be bad, it's just that I believe the rest of the game is going to be that good!

I agree, I too appreciate the irony.

 

 

I think that most of the difference between GW2 and other MMOs, aside from the combat and class mechanics, is presentation and implementation.  Don't get me wrong, those 2 things are more than enough to determine the difference between a complete failure and a smash hit, and I believe that they are some of the most undervalued parts of GW2 by most of the people on MMORPG.com.

Here is what I mean.  Personal story is being presented as a way for your character to fit into the world, and for you to form an attachment to the character.  That presentation lends itself EXTREMELY well to RPing, and I am looking forward to RPing for the first time in an online game, but how is the personal story uniquely implemented?  here is a list:

  • character biography, which is something familiar to those who play certain single player RPG (the elder scrolls being one that I remember fondly, but that is implemented in a different way)  You get to simultaineously design and get to know your character to an extent that doesn't really happen in other MMOs, which makes the immersion factor of the story much greater.
  • branching story.  Its your story, you can be who you want to be given the circumstances and situations you experience.  Since most MMOs don't really have the kind of personal story or storyline narrative that GW2 is going to have (SWTOR being the shining exception) it can be counted as a change, an innovation to the genre.  Better yet, it is a logical progression from the way GW1's story narrative worked.
  • Story is NOT being required to play the game and progress through zones.  the isn't really an innovation, but it does set it apart from how I believe SWTOR is going to work (I could be totally wrong here), where I think the success or failure of the personal story for SWTOR is going to make or break the games lifespan.
  • last, but not least, voiceover everywhere.  It doesn't have to be perfect VO, and I am guess many people will like SWTOR's VO better than GW2 VO, but it has it, and that is the important part.  This isn't to say that GW2's VO won't be great...it is all subjective. 
 
Now, I think that the personal story is going to be WHY PEOPLE PLAY SWTOR, where as GW2 it is going to be a REALLY GOOD REASON TO PLAY GW2.

I used to TL;DR, but then I took a bullet point to the footnote.

  Unlight

Novice Member

Joined: 12/10/08
Posts: 2586

10/19/11 4:24:31 PM#57
Originally posted by BadSpock

I find it really funny that in a Guild Wars 2 thread the Personal Story is touted as this revolutionary and amazing thing that helps you connect to your character and the world around you and make all these choices and have an impact etc.

But then in Star Wars: The Old Republic threads people say that the focus on Bioware-style personal story is a terrible thing that is taking the genre in the wrong direction and turning it into a "single player RPG" without the MMO bits...

I just appreciate the irony, that is all.

I honestly believe the personal story will be the worst part of Guild Wars 2, but that doesn't mean I think the personal story will be bad, it's just that I believe the rest of the game is going to be that good!

Did somebody call it revolutionary?  It's an important touch that I think is needed to give the game some colour and context, but it's by far not the central focus as it is in SWTOR.  As you mentioned, there's plenty more to the game that's going to be good.  Personal story doesn't revolutionize it, but it is one of the many elements that improves the game and will probably play a big role in immersing many in the world of Tyria.

Besides, there's no way the same depth of information can be imparted to someone as effectively through open-world events as it can in a plotline devoted specifically to you.  The only player I can reasonable imagine not wanting that would be someone not interested in the world to start with.  I do believe individuals like that will be the minority, so why not cater to the majority who are interested, especially when the personal story remains an option and the world looks so ripe for discovery?

  fiontar

Hard Core Member

Joined: 4/07/04
Posts: 3674

10/19/11 4:36:31 PM#58

I'm glad for the story in TOR. It's a big reason I have pre-ordered the game. I hope they play out well and add enjoyment to the game.

TOR Class Story vs. GW Personal Story are not the same beast. From what I have read and also seen from developer commentary, the TOR storylines are linear, not branching. You can make choices that effect your Light Side / Dark Side balance, but the story basically plays out the same for everyone of the same class. GW2's Personal Story is a branching storyline and the direction it takes is based on Profession, Race, Gender, A series of character biography questions you answer, (at character creation and at other points along the story), as well as based on the choices you make while pursuing the story. It has been said that there are thousands of combinations of Personal Story Elements that make up any character's Personal Story Progression. With SWTOR, there are only eight.

I had thought that TOR would have an advantage over GW2, with each Class Story being completely unique, content wise, from the Class Stories of the other classes. I now understand that this is not the case, but rather each story contains a number of shared elements, the combination of which are determined by which slass you are playing. So, both GW2 and TOR have some commonality of content between individuial story tracks, the difference being that GW2 does offer thousands of combinations in a branching storyline, while TOR does not.

Final comparison will have to depend on presentation and playability. TOR may still have a superior story over all, but GW2 will always have the advantage of variety.

A lot of the ciriticism I have seen over the TOR Story content is more to do with the linear nature of the content, rather than the fact that the content exists in the game at all. RPGs can make up for linearity, if the quality of the linear story far exceeds what games with branching story lines are able to produce. Unlike the solo RPG space, where there are dozens of contemporary titles to compare a game against, in the case of GW2 and TOR, the comparison has to be head to head, as no other MMO titles seem to currently offer anything similar as far as voiced Story content goes.

Both games are all the richer for the inclusion of Story. How well this content plays out for each title and how well they succeed at offering a fulfilling MMO experience for players who aren't interested in the Story content remain to be seen.

Want to know more about GW2 and why there is so much buzz? Start here: Guild Wars 2 Mass Info for the Uninitiated

  Pilnkplonk

Advanced Member

Joined: 3/02/10
Posts: 1558

10/19/11 5:12:08 PM#59
Originally posted by bazak
Originally posted by Pilnkplonk
Originally posted by VowOfSilence

100% agree. The personal story is just as backwards as SWTOR, except SWTOR is superior in terms of presentation. People want GW2 PvE because of dynamics events, and imo that's what Anet should focus on in expansions. Personal story is great, but only if it's told with the help of dynamic events instead of instances.

From some reports it seems that personal story doesn't take place entirely in instances..At some points you're required to wander about the "real" world. It's not really completely separate from the main game world. There's been some mention of something that sounds suspiciously like phasing... We'll see how it plays out, tho I wouldn't worry too much about it as long as it's optional. Frankly, I'd pay the full box price just to play WvW even if there were nothing else in the game.

this is a bit wrong you see, all they ever said was that you had to TRAVEL the world to get to where you can do your personal story at some points (i wudnt expect youd fight zhaitan in one of the racial citys, btw caps is for emphasis no yelling here). and the only phasing type thing there is in gw2 is the phasing of individual RESOURCE NODES so that noone gets ninja noded everything else happens in the persistant world (exception of course to dungeons, personal story and the instanced type of pvp.)

Well yeah but there was this bit about entering some hole in the ground and when the tester entered it it was like whoah it's my own instance thing in there.... So...

But anywayz, it would bother me if it were in any way compulsory. I'll happily peruse of it when my friends are not online or I just want some solo play. It's optional and I consider it a bonus mode of play like a mini-game or something so it's no biggie. Instead of bashing stuff in D3 when i feel a misantrophic urge I'll do it in GW2 with my beloved pre-existing character(s). I'm content basically.

  Fozzik

Novice Member

Joined: 11/21/03
Posts: 543

10/19/11 7:39:27 PM#60
Originally posted by fiontar

TOR Class Story vs. GW Personal Story are not the same beast. From what I have read and also seen from developer commentary, the TOR storylines are linear, not branching. You can make choices that effect your Light Side / Dark Side balance, but the story basically plays out the same for everyone of the same class. GW2's Personal Story is a branching storyline and the direction it takes is based on Profession, Race, Gender, A series of character biography questions you answer, (at character creation and at other points along the story), as well as based on the choices you make while pursuing the story. It has been said that there are thousands of combinations of Personal Story Elements that make up any character's Personal Story Progression. With SWTOR, there are only eight.

I had thought that TOR would have an advantage over GW2, with each Class Story being completely unique, content wise, from the Class Stories of the other classes. I now understand that this is not the case, but rather each story contains a number of shared elements, the combination of which are determined by which slass you are playing. So, both GW2 and TOR have some commonality of content between individuial story tracks, the difference being that GW2 does offer thousands of combinations in a branching storyline, while TOR does not.

Final comparison will have to depend on presentation and playability. TOR may still have a superior story over all, but GW2 will always have the advantage of variety.

Just to add to what Fiontar said (and further remove the percieved irony from the thread)...

MMORPGs aren't just a collection of individual mechanics or systems that you strap together and release. Companies that do that sort of thing generally end up with limited success at best. These games are about the sum being greater than the parts...about how all the various mechanics and systems fit together to create a long-term social experience with addictive game play in a persistent, immersive virtual world.

 

So... implementation makes a big difference, and you can't just compare one feature from each game and draw any kind of conclusion about them being similar. Are there similarities between what GW2 and TOR are doing with story? Sure...but you've got to be able to see the forest, not just a single tree.

 

The reason why I think GW2's implementation of the personal story is going to work much better is because of how it is integrated with the rest of the game. The mechanics and systems in the open world, combined with side jaunts into your own personal branching RPG experience, will make the personal story work in ways that it won't in SW:TOR.

 

From everything I've seen and heard about SW:TOR, it seems clear to me that the story element is the central aspect of the game...it is what most of the focus of their development seems to be. The rest of the game's mechanics appear to be, for the most part, just the typical WoW-formula MMO, same combat, same task grind, etc...which creates a stark contrast between the innovative, voiced and deep story elements and the game play that players will experience outside the story. It also emphasizes even more the solo-centric nature of the WoW-formula mechanics. It really is like BioWare just said, "We've got this awesome story mechanic and systems...so let's add generic_MMO_mechanics_set001 and we'll have an MMORPG!"

 

I'm sure there will be people who enjoy playing yet another version of the same old mechanics and systems with a really cool feature tacked on... but personally I think GW2's integration of the personal story, and the fact that story is only one of MANY innovations they are making to the fundamental systems, is going to lend itself to being a much more successful implementation. What I see is that ArenaNet has a much better grasp of the macro design...of building all elements to work together to create a cohesive and consistent game. BioWare's strategy or philosophy seems to be much more like Trion's Rift...SW:TOR is designed heavily around the "if it ain't broke, don't fix it" concept with a few new features on top which they feel they do really well. Any solutions they implement within the old formula seem to be band-aids that they stick on top...superficial mechanics that don't address the underlying problems.

 

We'll see how the two implementations do in the market.

EDIT: TL:DR version -

Even if we were to say that the story content in both games were the same, SW:TOR's story content will end up suffering over time due to being strapped to a stale WoW-clone. GW2's story content will be just one aspect of a game that is innovative in many other ways. The moment-to-moment, rubber-meets-the-road game play in each game is going to end up determining the fate of the story content.

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