Trending Games | The Crew | Neverwinter | Lichdom: Battlemage | ArcheAge

  Network:  FPSguru RTSguru
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Members:2,836,414 Users Online:0
Games:732  Posts:6,220,884
Recent forum postsRSS
Active threads
Cloud view
List all forums
General Forums
Developers Corner General Discussion
Popular Game Forums
Click a status to find game forum
Game Forums
Click a letter to find game forum
A-C
2029 Online 2112: Revolution 2Moons 4Story 8BitMMO 9 Dragons A Mystical Land A Tale in the Desert III A3 ACE Online ARGO Online Aberoth Absolute Force Online Absolute Terror Achaea Adellion Aerrevan Aetolia, the Midnight Age Age of Armor Age of Conan Age of Empires Online Age of Mourning Age of Wulin Age of Wushu Aida Arenas Aika Aion Albion Online Alganon All Points Bulletin (APB) Allods Online Altis Gates Amazing World Anarchy Online Ancients of Fasaria Andromeda 5 Angels Online Anime Trumps Anmynor Anno Online Applo Arcane Hearts Arcane Legends ArchLord ArcheAge Archeblade Archlord X Asda 2 Asda Story Ashen Empires Asheron's Call Asheron's Call 2 Astera Online Astonia III Astro Empires Astro Lords: Oort CLoud Asura Force Atlantica Online Atriarch Aura Kingdom Aurora Blade Auto Assault Avatar Star Battle Dawn Battle Dawn Galaxies Battle for Graxia Battle of 3 Kingdoms Battle of the Immortals Battlecruiser Online Battlestar Galactica Online Battlestar Reloaded Beyond Protocol Black Aftermath Black Desert Black Gold Black Prophecy Black Prophecy Tactics: Nexus Conflict Blacklight Retribution Blade & Soul Blade Hunter Blade Wars Blazing Throne Bless Blitz 1941 Blood and Jade Bloodlines Champions Bounty Bay Online Brain Storm Brawl Busters. Brick-Force Bright Shadow Bullet Run Business Tycoon Online CTRacer Cabal Online Caesary Call of Camelot Call of Gods Call of Thrones Camelot Unchained Canaan Online Cardmon Hero Cartoon Universe CasinoRPG Castle Empire Castlot Celtic Heroes Champions Online Champions of Regnum Chaos Online Chrono Tales Citadel of Sorcery CitiesXL Citizen Zero City of Decay City of Heroes City of Steam City of Transformers City of Villains Civilization Online Clan Lord Clash of Clans Cloud Nine Club Penguin Colony of War Command & Conquer: Tiberium Alliances Company of Heroes Online Conquer Online Conquer Online 3 Continent of the Ninth (C9) Core Blaze Core Exiles Corum Online Craft of Gods Crimecraft Crimelife 2 Cronous Crota II Crusaders of Solaris Cultures Online Cyber Monster 2 Céiron Wars
D-F
D&D Online DC Universe DK Online DOTA DOTA 2 DUST 514 DV8: Exile Dalethaan Dance Groove Online Dark Age of Camelot Dark Ages Dark Legends Dark Orbit Dark Relic: Prelude Dark Solstice Dark and Light DarkEden Online DarkSpace Darkblood Online Darkest Dungeon Darkfall Darkfall: Unholy Wars Darkwind: War on Wheels Das Tal Dawn of Fantasy Dawntide DayZ Dead Earth Dead Frontier Deco Online Deepworld Defiance Deicide Online Dekaron Demons at the Horizon Desert Operations Destiny Diablo 3 Diamonin Digimon Battle Dino Storm Disciple Divergence Divina Divine Souls Dofus Dominus Online Dragon Ball Online Dragon Born Online Dragon Crusade Dragon Empires Dragon Eternity Dragon Nest Dragon Oath Dragon Pals Dragon Raja Dragon's Call Dragon's Call II Dragon's Prophet DragonSky DragonSoul Dragona Dragonica Dragons and Titans Dream of Mirror Online Dreamland Online Dreamlords: The Reawakening Drift City Duels Dungeon Blitz Dungeon Fighter Online Dungeon Overlord Dungeon Party Dungeon Rampage Dungeon Runners Dynastica Dynasty Warriors Online Dynasty of the Magi EIN (Epicus Incognitus) EVE Online Earth Eternal Earth and Beyond Earthrise Eclipse War Ecol Tactics Online Eden Eternal Edge of Space Einherjar - The Viking's Blood Elder Scrolls Online Eldevin Elf Online Elite: Dangerous Embers of Caerus Emil Chronicle Online Empire Empire & State Empire Craft Empire Universe 3 EmpireQuest Empires of Galldon End of Nations Endless Ages Endless Blue Moon Online Endless Online Entropia Universe EpicDuel Erebus: Travia Reborn Eredan Eternal Blade Eternal Lands Eternal Saga Ether Fields Ether Saga Online Eudemons Online EuroGangster EverEmber Online EverQuest Next EverQuest Online Adventures Evernight Everquest Everquest II Evony Exarch Exorace F.E.A.R. Online Face of Mankind Fairyland Online Fall of Rome Fallen Earth Fallen Sword Fallout Online Family Guy Online Fantage Fantasy Earth Zero Fantasy Realm Online Fantasy Tales Online Fantasy Worlds: Rhynn Faunasphere Faxion Online Ferentus Ferion Fiesta Online Final Fantasy XI Final Fantasy XIV: A Realm Reborn Firefall Fists of Fu Florensia Flyff Football Manager Live Football Superstars Force of Arms Forge Forsaken World Fortnite Fortuna Forum for Discussion of Everlight Freaky Creatures Free Realms Freesky Online Freeworld Fung Wan Online Furcadia Fury Fusion Fall
G-L
GalaXseeds Galactic Command Online Game of Thrones: Seven Kingdoms Gameglobe Gate To Heavens Gates of Andaron Gatheryn Gauntlet Gekkeiju Online Ghost Online Ghost Recon Online Gladiatus Glitch Global Agenda Global Soccer Gloria Victis Glory of Gods GoGoRacer Goal Line Blitz Gods and Heroes GodsWar Online Golemizer Golf Star GoonZu Online Graal Kingdoms Granado Espada Online Grand Chase Grand Fantasia Grepolis Grimlands Guild Wars Guild Wars 2 Guild Wars Factions Guild Wars Nightfall H1Z1 Habbo Hotel Hailan Rising HaloSphere2 Haven & Hearth Hawken Hearthstone: Heroes of Warcraft Helbreath Hellgate Hellgate: London Hello Kitty Online Hero Online Hero Zero Hero's Journey Hero: 108 Online HeroSmash Heroes & Generals Heroes in the Sky Heroes of Bestia Heroes of Gaia Heroes of Might and Magic Online Heroes of Thessalonica Heroes of Three Kingdoms Heroes of the Storm Hex Holic Online Hostile Space Hunter Blade Huxley Illutia Illyriad Immortals USA Imperator Imperian Inferno Legend Infestation: Survivor Stories Infinite Crisis Infinity Infinity Iris Online Iron Grip: Marauders Irth Worlds Island Forge Islands of War Istaria: Chronicles of the Gifted Jade Dynasty Jagged Alliance Online Juggernaut Jumpgate Jumpgate Evolution KAL Online Kakele Online Kaos War Karos Online Kartuga Kicks Online King of Kings 3 Kingdom Heroes Kingdom Under Fire II Kingdom of Drakkar Kingory Kings and Legends Kings of the Realm KingsRoad Kitsu Saga Kiwarriors Knight Age Knight Online Knights of Dream City Kothuria Kung Foo! Kunlun Online L.A.W. LEGO Universe La Tale Land of Chaos Online Landmark Lands of Hope: Phoenix Edition LastChaos League of Angels League of Legends - Clash of Fates Legend of Edda: Vengeance Legend of Golden Plume Legend of Katha Legend of Mir 2 Legend of Mir 3 Legendary Champions Lego Minifigures Online Life is Feudal Light of Nova Lime Odyssey Line of Defense Lineage Lineage Eternal: Twilight Resistance Lineage II Linkrealms Loong Online Lord of the Rings Online Lords Online Lost Saga Lucent Heart Lunia Lusternia: Age of Ascension Luvinia World
M-Q
MU Online Mabinogi Maestia: Rise of Keledus MagiKnights Magic Barrage Magic World Online Manga Fighter MapleStory Martial Heroes Marvel Heroes Marvel Super Hero Squad Online Marvel: Avengers Alliance MechWarrior Online Megaten Meridian 59 : Evolution Merlin MetalMercs Metaplace Metin 2 MicroVolts Midkemia Online Might & Magic Heroes: Kingdoms MilMo Minecraft Mini Fighter Minions of Mirth Ministry of War Monato Esprit Monkey King Online Monkey Quest Monster & Me Monster Madness Online MonsterMMORPG Moonlight Online: Tales of Eternal Blood Mordavia Mortal Online Mourning My Lands Myst Online: URU Live Myth Angels Online Myth War Myth War 2 Mytheon Mythic Saga Mythos N.E.O Online NIDA Online Nadirim Naviage: The Power of Capital Navy Field Need for Speed World Nemexia Neo's Land NeoSteam Neocron Nether Neverwinter Nexus: The Kingdom Of The Winds NinjaTrick NosTale Novus Aeterno Oberin Odin Quest Odyssey RPG Ogre Island Omerta 3 Online Boxing Manager Onverse Order & Chaos Online Order of Magic Original Blood Origins Return Origins of Malu Orion's Belt Otherland Forums OverSoul Overkings Oz Online Oz World Pandora Saga Pantheon: Rise of the Fallen Panzar Parabellum Parallel Kingdom Parfait Station Path of Exile Pathfinder Online Perfect World Perpetuum Online Phantasy Star Online 2 Phantasy Star Universe Phoenix Dynasty Online Phylon Pi Story Picaroon Pirate Galaxy Pirate Storm Pirate101 PirateKing Online Pirates of the Burning Sea Pirates of the Caribbean Online Pixie Hollow Planeshift Planet Arkadia Planet Calypso PlanetSide 2 Planetside Planets³ Playboy Manager Pocket Legends Pockie Ninja Pockie Pirates Pockie Saints PoxNora Prime World Prime: Battle for Dominus Priston Tale Priston Tale II Prius Online Project Blackout Project Powder Project Titan Forums Project Wiki Puzzle Pirates Quickhit Football
R-S
R2 Online RAN Online RF Online ROSE Online Rage of 3 Kingdoms Ragnarok Online Ragnarok Online II RaiderZ Rakion Rappelz RappelzSEA Ravenmarch Realm Fighter Realm of the Mad God Realm of the Titans Realms Online Reclamation Red Stone Red War: Edem's Curse Regnum Online Remnant Knights Renaissance Repulse Requiem: Memento Mori Rift RiotZone Rise Rise of Dragonian Era Rise of Empire Rise of the Tycoon Rising of King Risk Your Life Rivality Rockfree Rohan: Blood Feud Role Play Worlds Roll n Rock Roma Victor Romadoria Rosh Online Roto X Rubies of Eventide Ruin Online Rumble Fighter Runes of Magic Runescape Rust Rusty Hearts Ryzom S4 League SAGA SD Gundam Capsule Fighter Online SMITE SUN Sagramore Salem SaySayGirls Scarlet Blade Scions of Fate Seal Online: Evolution Second Life Secret of the Solstice Seed Serenia Fantasy Seven Seas Saga Seven Souls Online Sevencore Shadow of Legend Shadowbane Shadowrun Online Shaiya Shards Online Shattered Galaxy Sho Online Shot Online Shroud of the Avatar SideQuest Siege on Stars Sigonyth: Desert Eternity Silkroad Online Skyblade Skyforge SmashMuck Champions Smoo Online Soldier Front Soul Master Soul Order Online Soul of Guardian Space Heroes Universe Sparta: War of Empires Spellcasters Sphere Spiral Knights Spirit Tales Splash Fighters Squad Wars Star Citizen Star Sonata 2 Star Stable Star Supremacy Star Trek Online Star Trek: Infinite Space Star Wars Galaxies Star Wars: Clone Wars Adventures Star Wars: The Old Republic StarQuest Online Stargate Worlds Starlight Story Starpires State of Decay SteelWar Online Stone Age 2 Stormfall: Age of War Storybricks Stronghold Kingdoms Sudden Attack Supremacy 1914 Supreme Destiny Sword Girls Sword of Destiny: Rise of Aions SwordX Swords of Heavens Swordsman
T-Z
TERA TS Online Tabula Rasa Tactica Online Tales Runner Tales of Fantasy Tales of Pirates Tales of Pirates II Tales of Solaris Talisman Online Tamer Saga Tank Ace Tantra Online Tatsumaki: Land at War Terra Militaris TerraWorld Online Thang Online The 4th Coming The Agency The Aurora World The Black Watchmen The Chronicle The Chronicles of Spellborn The Crew The Division The Hammers End The Legend of Ares The Lost Titans The Matrix Online The Mighty Quest for Epic Loot The Missing Ink The Mummy Online The Myth of Soma The Pride of Taern The Realm Online The Repopulation The Secret World The Sims Online The Strategems The West Theralon There Therian Saga Thrones of Chaos Tibia Tibia Micro Edition Tiger Knight Titan Siege Titans of Time Toontown Online Top Speed Topia Online Torchlight Total Domination Transformers Universe Traveller AR Travia Online Travian Trials of Ascension Tribal Hero Tribal Wars Tribes Universe Trickster Online Trove Troy Online True Fantasy Live Online Turf Battles Twelve Sky Twelve Sky 2 Twilight War Tynon U.B. Funkeys UFO Online URDEAD Online Ultima Forever: Quest for the Avatar Ultima Online Ultima X: Odyssey Ultimate Naruto Ultimate Soccer Boss Uncharted Waters Online Undercover 2: Merc Wars Underlight Unification Wars Universe Online Utopia Valkyrie Sky Vampire Lord Online Vanguard: Saga of Heroes Vanquish Space Vector City Racers Vendetta Online Victory - Age of Racing Vindictus Virtonomics Vis Gladius Visions of Zosimos VoidExpanse Voyage Century Online W.E.L.L. Online WAR (Warhammer Online) WAR2 Glory WYD Global Wakfu War Thunder War of 2012 War of Angels War of Legends War of Mercenaries War of Thrones War of the Immortals WarFlow Waren Story Wargame1942 Warhammer 40,000: Eternal Crusade Warhammer 40K: Dark Millennium Online Warhammer Online: Wrath of Heroes Warkeepers Warrior Epic Wartune WebLords Wild West Online WildStar Wind of Luck WindSlayer 2 Wings of Destiny Wish Wizard101 Wizardry Online Wizards and Champions Wonder King Wonderland Online World Golf Tour World of Battles World of Darkness World of Heroes World of Kung Fu World of Pirates World of Speed World of Tanks World of Tanks Generals World of Warcraft World of Warplanes World of Warships World of the Living Dead WorldAlpha Wurm Online Xenocell Xiah Xsyon Xulu YS Online Yitien ZU Online Zentia Zero Online Zero Online: The Andromeda Crisis Zodiac Online Zombies Ate My Pizza eRepublik

MMORPG.com Discussion Forums

Guild Wars 2

Guild Wars 2 

General Discussion  » Guild Wars 2 Events are Not Based on Warhammer/RIFT Events

5 Pages « 1 2 3 4 5 » Search
96 posts found
  Calerxes

Spotlight Poster

Joined: 2/06/09
Posts: 1659

2/02/13 8:33:36 AM#61
Originally posted by Volkon
Originally posted by Calerxes

 

How do you know your observations are accurate? you were not privy to the early meetings in the planning of GW2 you cannot know if they had information about Wars PQ's, Tabula Rasa's Dynamic Battlefield or Rifts rifts, all of those games were in production before GW2 and information could have leaked to the Arenanet. This is all specualtion but so are your observations, you are trying to prove something without the correct information to hand and that my friend is just guessing not accurate observation. But I will agree one thing, they are the best attempt at dynamic content yet and shown me after the very disappointing Warhammer and Rift that the basic concept is achievable if not quite there yet. Though as I said all four examples are the same basic concept just different implimentations and that for me is due to the underlinning tech used Rift and War used a cranky old engine that they tried to manipulate to produce DE's and failed whereas Arenanet built their engine around DE's and had much much better results.

 

 

Eric Flannum said:

Wanted to clarify something since I see this bit of misinformation quite a bit. We released Nightfall in late October of 2006, at this time we were actively developing the next GW1campaign which was called Utopia. We decided early in 2007 to stop Utopia development and start both GW2 and Guild Wars:Eye of the North development. We announced this almost as soon as we made the decision and in fact had a very small team laying the groundwork for GW2 while the vast majority of the company worked on Eye of the North. It wasn't until EotN shipped in late August 2007 that we really started GW2 development in earnest. This means we've really been working on GW2 for about 4 years and aren't actually close to 5 years let alone 6 years. I think what makes it seem like a long time is that we announced the project very early on so GW1 fans would know why we weren't doing any more campaigns. Hope that clears 

things up.

- Posted on 9/4/11

 

Rift was in development from 2006 until its release in 2011 and underwent extensive alpha testing, with beta testing finalizing the stress test portion of development.

 

Parallel development. Rift released first, but it wasn't developed first.

 

 

 

The bit in red is the key here as GW2 real development wasn't started until late 2007 and Rift had been in proper development since 2006 as it was Trions first game with Utopia becoming EotN so again you do not know who influenced who here, Dev's meet at conferences and functions and talk to each other ideas get tossed around constantly and I imagine the concepts in Rift were talked about prior to Trion being founded so that puts the posibilities of their ideas for DE's back before 2006 but Arenanets could be too. This whole thread is trying to prove something that you cannot prove as you don't have any facts only amateur observations. DE's are a concept just as phasing is and each company will inplement the concept in their own way just like the phasing in SW:TOR is different to the phasing in WoW. The way they implement the concept does not exclude it from being influenced by a previous implementation or basic idea and that is what this thread is trying to prove. But why I'm not sure, his precious is being attacked?

This doom and gloom thread was brought to you by Chin Up™ the new ultra high caffeine soft drink for gamers who just need that boost of happiness after a long forum session.

  drbaltazar

Apprentice Member

Joined: 3/28/07
Posts: 7939

2/02/13 8:48:39 AM#62
Rift are awesome,back then there was no way to pvp in rift zone,but it's still nice,in fact I like rift better.but gw does a lot of phasing zone also.me I am annoyed by the fact you can't pvp raid in game ,lika group can't go attack another group say in fractal if the other team also allow pvp encounter.or maybe its unlocked at max level fractal?that would be epic ,imagine you revisit a level one fractal but now with pvp for also.
  Gaia_Hunter

Elite Member

Joined: 5/04/12
Posts: 2588

2/02/13 8:48:53 AM#63
Originally posted by Calerxes
Originally posted by Volkon
Originally posted by Calerxes

 

How do you know your observations are accurate? you were not privy to the early meetings in the planning of GW2 you cannot know if they had information about Wars PQ's, Tabula Rasa's Dynamic Battlefield or Rifts rifts, all of those games were in production before GW2 and information could have leaked to the Arenanet. This is all specualtion but so are your observations, you are trying to prove something without the correct information to hand and that my friend is just guessing not accurate observation. But I will agree one thing, they are the best attempt at dynamic content yet and shown me after the very disappointing Warhammer and Rift that the basic concept is achievable if not quite there yet. Though as I said all four examples are the same basic concept just different implimentations and that for me is due to the underlinning tech used Rift and War used a cranky old engine that they tried to manipulate to produce DE's and failed whereas Arenanet built their engine around DE's and had much much better results.

 

 

Eric Flannum said:

Wanted to clarify something since I see this bit of misinformation quite a bit. We released Nightfall in late October of 2006, at this time we were actively developing the next GW1campaign which was called Utopia. We decided early in 2007 to stop Utopia development and start both GW2 and Guild Wars:Eye of the North development. We announced this almost as soon as we made the decision and in fact had a very small team laying the groundwork for GW2 while the vast majority of the company worked on Eye of the North. It wasn't until EotN shipped in late August 2007 that we really started GW2 development in earnest. This means we've really been working on GW2 for about 4 years and aren't actually close to 5 years let alone 6 years. I think what makes it seem like a long time is that we announced the project very early on so GW1 fans would know why we weren't doing any more campaigns. Hope that clears 

things up.

- Posted on 9/4/11

 

Rift was in development from 2006 until its release in 2011 and underwent extensive alpha testing, with beta testing finalizing the stress test portion of development.

 

Parallel development. Rift released first, but it wasn't developed first.

 

 

 

The bit in red is the key here as GW2 real development wasn't started until late 2007 and Rift had been in proper development since 2006 as it was Trions first game with Utopia becoming EotN so again you do not know who influenced who here, Dev's meet at conferences and functions and talk to each other ideas get tossed around constantly and I imagine the concepts in Rift were talked about prior to Trion being founded so that puts the posibilities of their ideas for DE's back before 2006 but Arenanets could be too. This whole thread is trying to prove something that you cannot prove as you don't have any facts only amateur observations. DE's are a concept just as phasing is and each company will inplement the concept in their own way just like the phasing in SW:TOR is different to the phasing in WoW. The way they implement the concept does not exclude it from being influenced by a previous implementation or basic idea and that is what this thread is trying to prove. But why I'm not sure, his precious is being attacked?

The Key is that Arenanet started developing GW2 because they wanted to change the way players and the world interacted.

There was talk of changing mobs in an area based on good players were doing vs those mobs, or change mobs builds based on what players were using vs them. This was talked for GW:Utopia.

The DEs were under test using GW1 engine from which players got a sniff by datamining the .dat file of GW1.

Again, the Arenanet GDC talk in 2010 is a good presentation of how DEs came to be and how they work.

 

 

Currently playing: GW2
Cooperative (semi cooperative)board games you should check: Pandemic, Sentinels of the Multiverse, Eldritch Horror, Descent 2.0,Level 7 Omega Protocol, Last Night on Earth

  drbaltazar

Apprentice Member

Joined: 3/28/07
Posts: 7939

2/02/13 9:11:42 AM#64
Ps about the various event:I met one a bridge one group was trying to blow ,I prevented that,I passed by ?I couldn't take the bridge it had been blasted to smithereen !I had to take a less good path Orr help the forester by protecting them while they go cut trees.this is at lvl 23 .i am pretty sure at end game this evolve to insane level.if the progression pace at the pace it has been ramping up ?I bet at level 80 it will be very hard to meet same chain quest twice .not impossible lol but a bored player have it very easy to do something else.i can tell you it is very hard to do same thing again outside instance and this is a to player dream come true.amlnd I bet as gw2 team can now focus on story and pvp these various story branches will grow,they have the base right they only need to let it grow.in fact this the future of gaming,it will probably be applied to pve raid and pvp in the futur
  Calerxes

Spotlight Poster

Joined: 2/06/09
Posts: 1659

2/02/13 11:19:23 AM#65
Originally posted by Gaia_Hunter
Originally posted by Calerxes
Originally posted by Volkon
Originally posted by Calerxes

 

SNIP!

 

The bit in red is the key here as GW2 real development wasn't started until late 2007 and Rift had been in proper development since 2006 as it was Trions first game with Utopia becoming EotN so again you do not know who influenced who here, Dev's meet at conferences and functions and talk to each other ideas get tossed around constantly and I imagine the concepts in Rift were talked about prior to Trion being founded so that puts the posibilities of their ideas for DE's back before 2006 but Arenanets could be too. This whole thread is trying to prove something that you cannot prove as you don't have any facts only amateur observations. DE's are a concept just as phasing is and each company will inplement the concept in their own way just like the phasing in SW:TOR is different to the phasing in WoW. The way they implement the concept does not exclude it from being influenced by a previous implementation or basic idea and that is what this thread is trying to prove. But why I'm not sure, his precious is being attacked?

The Key is that Arenanet started developing GW2 because they wanted to change the way players and the world interacted.

There was talk of changing mobs in an area based on good players were doing vs those mobs, or change mobs builds based on what players were using vs them. This was talked for GW:Utopia.

The DEs were under test using GW1 engine from which players got a sniff by datamining the .dat file of GW1.

Again, the Arenanet GDC talk in 2010 is a good presentation of how DEs came to be and how they work.

 

 

 

I do understand that and I'm slowly growing to really like GW2 it took me a few weeks to really get into the game but now I'm putting in more and more hours but don't you think that the guys at Trion and Mythic wanted to do exactly the same things but might have been hampered by their choice in game engine ie Gamebryo? is it any wonder both games fell short of their initial plans using a renowned poor engine? the company that made it went bust because it wasn't up to the job. I think its a big part of the reason I find it hard to get into Oblivion and Fallout 3 as they use the same engine.

All dev's I imagine have plenty of ideas on how to shake up the status quo but things never go as planned especially on projects the size of MMO's just look at SW:TOR it could have been so much more and there is probably lots of things that couldn't be done in GW2 that were initially outlined like upscaling/sidekicking. I just don't think you can diferentiate between Tabula Rasa, Warhammer, Rift and GW2 in reagrds to dynamic event systems because at their core they are the same thing just with varying success and Arenanet being at the top due to, for me, they built their own engine to do it. But who really seeded the idea of DE's? no-one knows but saying that Rifts event and GW2's events are not the same thing is pushing the boundaries of common sense really. 

This doom and gloom thread was brought to you by Chin Up™ the new ultra high caffeine soft drink for gamers who just need that boost of happiness after a long forum session.

  Mari2k

Novice Member

Joined: 9/18/07
Posts: 383

2/02/13 11:24:24 AM#66
of course they are..... 
  Gaia_Hunter

Elite Member

Joined: 5/04/12
Posts: 2588

2/02/13 12:03:55 PM#67
Originally posted by Calerxes
Originally posted by Gaia_Hunter
Originally posted by Calerxes
Originally posted by Volkon
Originally posted by Calerxes

 

SNIP!

 

The bit in red is the key here as GW2 real development wasn't started until late 2007 and Rift had been in proper development since 2006 as it was Trions first game with Utopia becoming EotN so again you do not know who influenced who here, Dev's meet at conferences and functions and talk to each other ideas get tossed around constantly and I imagine the concepts in Rift were talked about prior to Trion being founded so that puts the posibilities of their ideas for DE's back before 2006 but Arenanets could be too. This whole thread is trying to prove something that you cannot prove as you don't have any facts only amateur observations. DE's are a concept just as phasing is and each company will inplement the concept in their own way just like the phasing in SW:TOR is different to the phasing in WoW. The way they implement the concept does not exclude it from being influenced by a previous implementation or basic idea and that is what this thread is trying to prove. But why I'm not sure, his precious is being attacked?

The Key is that Arenanet started developing GW2 because they wanted to change the way players and the world interacted.

There was talk of changing mobs in an area based on good players were doing vs those mobs, or change mobs builds based on what players were using vs them. This was talked for GW:Utopia.

The DEs were under test using GW1 engine from which players got a sniff by datamining the .dat file of GW1.

Again, the Arenanet GDC talk in 2010 is a good presentation of how DEs came to be and how they work.

 

 

 

I do understand that and I'm slowly growing to really like GW2 it took me a few weeks to really get into the game but now I'm putting in more and more hours but don't you think that the guys at Trion and Mythic wanted to do exactly the same things but might have been hampered by their choice in game engine ie Gamebryo? is it any wonder both games fell short of their initial plans using a renowned poor engine? the company that made it went bust because it wasn't up to the job. I think its a big part of the reason I find it hard to get into Oblivion and Fallout 3 as they use the same engine.

All dev's I imagine have plenty of ideas on how to shake up the status quo but things never go as planned especially on projects the size of MMO's just look at SW:TOR it could have been so much more and there is probably lots of things that couldn't be done in GW2 that were initially outlined like upscaling/sidekicking. I just don't think you can diferentiate between Tabula Rasa, Warhammer, Rift and GW2 in reagrds to dynamic event systems because at their core they are the same thing just with varying success and Arenanet being at the top due to, for me, they built their own engine to do it. But who really seeded the idea of DE's? no-one knows but saying that Rifts event and GW2's events are not the same thing is pushing the boundaries of common sense really. 

DEs are as different from Rifts and PQs as quests are different from killing mobs.

Now, some people don't see any difference either between quests and killing mobs.

Additionally Anet wanted to replace traditional questing with DEs. I'm not sure the others wanted to.

But then again, I already thought GW1 quests were better than traditional quests.

 

 

Currently playing: GW2
Cooperative (semi cooperative)board games you should check: Pandemic, Sentinels of the Multiverse, Eldritch Horror, Descent 2.0,Level 7 Omega Protocol, Last Night on Earth

  Calerxes

Spotlight Poster

Joined: 2/06/09
Posts: 1659

2/02/13 12:50:51 PM#68
Originally posted by Gaia_Hunter
Originally posted by Calerxes
Originally posted by Gaia_Hunter
Originally posted by Calerxes
Originally posted by Volkon
Originally posted by Calerxes

 

SNIP!

 

The bit in red is the key here as GW2 real development wasn't started until late 2007 and Rift had been in proper development since 2006 as it was Trions first game with Utopia becoming EotN so again you do not know who influenced who here, Dev's meet at conferences and functions and talk to each other ideas get tossed around constantly and I imagine the concepts in Rift were talked about prior to Trion being founded so that puts the posibilities of their ideas for DE's back before 2006 but Arenanets could be too. This whole thread is trying to prove something that you cannot prove as you don't have any facts only amateur observations. DE's are a concept just as phasing is and each company will inplement the concept in their own way just like the phasing in SW:TOR is different to the phasing in WoW. The way they implement the concept does not exclude it from being influenced by a previous implementation or basic idea and that is what this thread is trying to prove. But why I'm not sure, his precious is being attacked?

The Key is that Arenanet started developing GW2 because they wanted to change the way players and the world interacted.

There was talk of changing mobs in an area based on good players were doing vs those mobs, or change mobs builds based on what players were using vs them. This was talked for GW:Utopia.

The DEs were under test using GW1 engine from which players got a sniff by datamining the .dat file of GW1.

Again, the Arenanet GDC talk in 2010 is a good presentation of how DEs came to be and how they work.

 

 

 

I do understand that and I'm slowly growing to really like GW2 it took me a few weeks to really get into the game but now I'm putting in more and more hours but don't you think that the guys at Trion and Mythic wanted to do exactly the same things but might have been hampered by their choice in game engine ie Gamebryo? is it any wonder both games fell short of their initial plans using a renowned poor engine? the company that made it went bust because it wasn't up to the job. I think its a big part of the reason I find it hard to get into Oblivion and Fallout 3 as they use the same engine.

All dev's I imagine have plenty of ideas on how to shake up the status quo but things never go as planned especially on projects the size of MMO's just look at SW:TOR it could have been so much more and there is probably lots of things that couldn't be done in GW2 that were initially outlined like upscaling/sidekicking. I just don't think you can diferentiate between Tabula Rasa, Warhammer, Rift and GW2 in reagrds to dynamic event systems because at their core they are the same thing just with varying success and Arenanet being at the top due to, for me, they built their own engine to do it. But who really seeded the idea of DE's? no-one knows but saying that Rifts event and GW2's events are not the same thing is pushing the boundaries of common sense really. 

DEs are as different from Rifts and PQs as quests are different from killing mobs.

Now, some people don't see any difference either between quests and killing mobs.

Additionally Anet wanted to replace traditional questing with DEs. I'm not sure the others wanted to.

But then again, I already thought GW1 quests were better than traditional quests.

 

 

 

Trion's ideas are exactly the same as Arenanet's and PQ's as well as TR's dynamic battlefield ideas are just a more primitive version of the same thing a more dynamic world something that changed from moment to moment. Rifts and inavsions are an attempt to change up the world dynamically just as are DE's in GW2 though the context is different, the intent to change all questing content into DE's is rather a moot point as the Rifts and invasions in rift actually affect and impede the traditional questing system and Arenanet was forced to put in heart quests (similar to traditional questing) by the betra testers because of the radical change in makiing the whole game popualted with DE's. If Trion had made all the leveling content rifts and invasions the same thing would have happened. Even in EQ2 you have NPC's calling out to you to talk to them or gesticulating for you to come over and talk to them this was an attempt to make the world feel more alive and dynamic and that game was released in 2004. I don't like the fact that Arenanet is put on a pedestal because of their DE's when they are just a continuation and evolution of ideas that were in earlirer MMO's, good ones and the best realisation so far in my book but not really revolutionary or fundamentally different than other attempts at the same thing.

This doom and gloom thread was brought to you by Chin Up™ the new ultra high caffeine soft drink for gamers who just need that boost of happiness after a long forum session.

  Gaia_Hunter

Elite Member

Joined: 5/04/12
Posts: 2588

2/02/13 1:44:30 PM#69
Originally posted by Calerxes
Originally posted by Gaia_Hunter
 

DEs are as different from Rifts and PQs as quests are different from killing mobs.

Now, some people don't see any difference either between quests and killing mobs.

Additionally Anet wanted to replace traditional questing with DEs. I'm not sure the others wanted to.

But then again, I already thought GW1 quests were better than traditional quests.

 

Trion's ideas are exactly the same as Arenanet's and PQ's as well as TR's dynamic battlefield ideas are just a more primitive version of the same thing a more dynamic world something that changed from moment to moment. Rifts and inavsions are an attempt to change up the world dynamically just as are DE's in GW2 though the context is different, the intent to change all questing content into DE's is rather a moot point as the Rifts and invasions in rift actually affect and impede the traditional questing system and Arenanet was forced to put in heart quests (similar to traditional questing) by the betra testers because of the radical change in makiing the whole game popualted with DE's. If Trion had made all the leveling content rifts and invasions the same thing would have happened. Even in EQ2 you have NPC's calling out to you to talk to them or gesticulating for you to come over and talk to them this was an attempt to make the world feel more alive and dynamic and that game was released in 2004. I don't like the fact that Arenanet is put on a pedestal because of their DE's when they are just a continuation and evolution of ideas that were in earlirer MMO's, good ones and the best realisation so far in my book but not really revolutionary or fundamentally different than other attempts at the same thing.

Maybe the difference is the results, with a world where NPCs move much more and where physics are present.

Currently playing: GW2
Cooperative (semi cooperative)board games you should check: Pandemic, Sentinels of the Multiverse, Eldritch Horror, Descent 2.0,Level 7 Omega Protocol, Last Night on Earth

  Calerxes

Spotlight Poster

Joined: 2/06/09
Posts: 1659

2/02/13 2:45:16 PM#70
Originally posted by Gaia_Hunter
Originally posted by Calerxes
Originally posted by Gaia_Hunter
 

DEs are as different from Rifts and PQs as quests are different from killing mobs.

Now, some people don't see any difference either between quests and killing mobs.

Additionally Anet wanted to replace traditional questing with DEs. I'm not sure the others wanted to.

But then again, I already thought GW1 quests were better than traditional quests.

 

Trion's ideas are exactly the same as Arenanet's and PQ's as well as TR's dynamic battlefield ideas are just a more primitive version of the same thing a more dynamic world something that changed from moment to moment. Rifts and inavsions are an attempt to change up the world dynamically just as are DE's in GW2 though the context is different, the intent to change all questing content into DE's is rather a moot point as the Rifts and invasions in rift actually affect and impede the traditional questing system and Arenanet was forced to put in heart quests (similar to traditional questing) by the betra testers because of the radical change in makiing the whole game popualted with DE's. If Trion had made all the leveling content rifts and invasions the same thing would have happened. Even in EQ2 you have NPC's calling out to you to talk to them or gesticulating for you to come over and talk to them this was an attempt to make the world feel more alive and dynamic and that game was released in 2004. I don't like the fact that Arenanet is put on a pedestal because of their DE's when they are just a continuation and evolution of ideas that were in earlirer MMO's, good ones and the best realisation so far in my book but not really revolutionary or fundamentally different than other attempts at the same thing.

Maybe the difference is the results, with a world where NPCs move much more and where physics are present.

 

Yes thats it, Arenanet's attempt at making a dynamic world is by far the best attempt yet for me by having a more natural event system that helps the world to come alive, whereas Rift and Warhammer's attempts were very static you knew exactly where a rift would open every time and what would happen, they are very static. 

This doom and gloom thread was brought to you by Chin Up™ the new ultra high caffeine soft drink for gamers who just need that boost of happiness after a long forum session.

  jpnz

Elite Member

Joined: 6/29/06
Posts: 3542

2/03/13 7:02:56 AM#71
Originally posted by Roxtarr
Originally posted by jpnz

 

Again, the title of the thread is that GW2 events aren't based on WAR/RIFT.  It does not say, "GW2 invented them".  

If three games base their game design on the same design, would you say they were based upon each other?

The 3 games essentially implemented a game design that's been around for years.

Your continued insistance how 'events / PQ / RIFTS looks to function differently thus are different' is more than enough to show that you don't really understand how game design works.

Gdemami -
Informing people about your thoughts and impressions is not a review, it's a blog.

  Alberel

Novice Member

Joined: 12/02/09
Posts: 1121

2/03/13 7:13:25 AM#72
Originally posted by Calerxes

Yes thats it, Arenanet's attempt at making a dynamic world is by far the best attempt yet for me by having a more natural event system that helps the world to come alive, whereas Rift and Warhammer's attempts were very static you knew exactly where a rift would open every time and what would happen, they are very static. 

GW2's events are also very static... once you've played through a region once you know exactly what event spawns where. There is a bit more variety to them but they are mostly still very static. The number of events that are part of chains are extremely limited and the meta events are the least dynamic of the lot as they always culminate in the same boss fight in the same location.

Whilst GW2's DEs have a lot more variety to them I find it ironic that Rift is actually the only game that allowed for some real dynamics in the results... When an invasion took control of an entire region in Rift it dramatically altered the entire area and generally lead to a region-wide effort by the players to repel it. GW2 has nothing like that. The rifts themselves are very repetitive compared to DEs but I felt it was a real shame that ANet didn't try something like the invasions for the meta events...

  User Deleted
 
OP  2/03/13 7:19:01 AM#73
Originally posted by jpnz
Originally posted by Roxtarr
Originally posted by jpnz

 

Again, the title of the thread is that GW2 events aren't based on WAR/RIFT.  It does not say, "GW2 invented them".  

If three games base their game design on the same design, would you say they were based upon each other?

The 3 games essentially implemented a game design that's been around for years.

Your continued insistance how 'events / PQ / RIFTS looks to function differently thus are different' is more than enough to show that you don't really understand how game design works.

Personal attacks are uncalled for.  You have no idea of my game design experience or knowledge.  Any armchair debater knows that if you have a weak argument you attack the person, if you can't beat the idea.  You are misrepresenting my point.  I have no idea what your motive is.  In GW2 they were designed to replace questing and are the core function of a zone.  They drive the story of each zone and have myriad of chains that can go in any number of directions.  Some are one or two chains linked, while others contain many steps and connect multiple DE's together.  Each eventually culminates in a zone wide event.  To in any way, shape or form try to prove that it's the same implementation as WAR (permanently in one location, visible countdoun and stages on the UI) is ludicrous.  Do they serve the same function: sure, they give the players something to do besides a quest.  Are they different; Yes.  That's all I was saying.  

  moosecatlol

Novice Member

Joined: 8/25/10
Posts: 1172

2/03/13 7:35:02 AM#74
Originally posted by Roxtarr
Originally posted by Zorgo

.....yeah no previous mmo's ever influenced anothers design....if WAR had not come out; GW2 would be exactly as it is today....irrefutably.

Or your delusional.

The point is that some people try to argue that events evolution goes: WAR>RIFT> GW2 and this is not the case, which is the point of my post.  I think the way contribution is handled is very similar however, but the events themselves are a completely different animal.

Would you not agree that the key word was "Evolution".

Personally I would say that Guild Wars 2 adopted the Public Questing system from Warhammer and have evolved it in such a fantastic way, that creates a much more entertaining game.(To an extent, because we all know that the word "Dynamic" only went so far.)

Though I would never say that they copy pasted the PQ idea from Warhammer, in the same way that SWTOR copy pasted it's combat from every other tab-target mmo.

  jpnz

Elite Member

Joined: 6/29/06
Posts: 3542

2/03/13 7:35:19 AM#75
Originally posted by Roxtarr
 Do they serve the same function: sure, they give the players something to do besides a quest.  Are they different; Yes.  That's all I was saying.  

If a person came to me and said HP and Alienware are different because Alienware has brightly colored lights inside their PC cases, I'd say the same thing. 'That's not why HP and Alienware PCs are different and if you continue to insists that it is, you don't know how PCs work.'

Not sure what this 'core function of a zone' has to do with DE game design though. It has to do with overall world design which is seperate from DE game design.

DE / RIFT / PQ are all based upon this 'Dynamic and Open-ended world' design; first saw (kinda but really badly) in Elite and much more refined in X-series, Space Rangers and DROX Operative.

It essentially has game events that can happen with or without player involvement.

WAR was probably the first MMO to come out with it although it kept the number of events to '1'.

RIFT / GW2 just up the event number to '1+' and added a starting condition to any event past the first one.

From a game design point of view, WAR / RIFT / GW2 events are doing the same thing; DO X while Y.

Whether there is a 'FOR / IF' loop at the start doesn't change the actual design since it is still doing the same 'DO X while Y'.

Make sense?

Gdemami -
Informing people about your thoughts and impressions is not a review, it's a blog.

  MightyChasm

Advanced Member

Joined: 2/03/13
Posts: 311

2/03/13 7:38:53 AM#76
Originally posted by Roxtarr

The similarities: the way contribution is calculated and the fact that they are "events".  RIFT is a descendent of WAR, but GW2 is from a different family altogether.

RIFT and Warhammer's events are built in "Stages" while GW2's is based on "Chains".  While all dynamic events in all MMO's share the definition, GW2's did not evolve from WAR/RIFT's.  It's more of a parellel evolution, per se and not a direct descendent.

1. In Warhammer they are permanently located on the map on a small parcel of space.  They run in a cycle that is clearly visible in the UI with a countdown timer that clearly shows what stage a player is on.  At the end of the event, contribution is weighed and a random lottery decides who gets loot and who doesnt'.  These events do not scale based on a player level, so higher level players can make quick work of them, regardless of how epic they were to lower levels.

2. In RIFT (made my several ex Warhammer Devs) they took this sytem 'up a notch' by making the events more interactive.  They can be spawned by players and don't show up on the map until spawned (or ready to spawn).  RIFTS have multple stages that are clearly shown on the UI that help a plaeyer know of it's progress.  Once a RIFT is complete, it disappears and everybody is rewarded based on contribution.  Another wrinkle that RIFT brings is "zone events" (which I haven't seen any other game do as smoothly) where an invasion force roams the countryside.  They are mobile and can be dangerous.  Again, events in lower level zones can be handled quite easily by higher level players.

3. In GW2 events are "chains" that are spawned by any number of ways and can travel great distances across the map.  The only UI indication a player has is the progress in that particular part of the chain.  If one part of the chain fails, the story usually takes a different turn which will can involve any number of different other events that are available.  With the exception of a zone wide dynamic event, there is no indication of an event until a player stumbles upon it.  They can be spawned by killing a certain mob, picking up an item, talking to an NPC, opening a cage door, or just overhearing a conversation.  Some chains are very short, while others are extremely long and involved.  In my experince most people run away to do other things after completing a link in the chain, not realizing they missed the best part coming up.  XP, Karma and coin are given based on contribution and occasional a "chest" will spawn on particularly large zone events.  Players level will scale to the level of the event, so while higher level players are more powerful, they are never trivialized.

To summarize: WAR and RIFT events (not invasions - those are unique!) are small events that occur in visible stages while GW2 events are CHAINS that will often branch in multple directions.  They are all "dynamic events" by definition, but to say that GW2 is a evolution of the WAR/RIFT model would be incorrect since they are so different.  So, to say that GW2 somehow evolved from WAR or RIFT is incorrect.  GW2 evolved parellell to them, and is not a descendent of them.

Yes they are.  Everything about GW2 is entirely derivative.  End of thread.  

  User Deleted
 
OP  2/03/13 7:42:55 AM#77
Originally posted by jpnz
Originally posted by Roxtarr
 Do they serve the same function: sure, they give the players something to do besides a quest.  Are they different; Yes.  That's all I was saying.  

If a person came to me and said HP and Alienware are different because Alienware has brightly colored lights inside their PC cases, I'd say the same thing. 'That's not why HP and Alienware PCs are different and if you continue to insists that it is, you don't know how PCs work.'

Not sure what this 'core function of a zone' has to do with DE game design though. It has to do with overall world design which is seperate from DE game design.

DE / RIFT / PQ are all based upon this 'Dynamic and Open-ended world' design; first saw (kinda but really badly) in Elite and much more refined in X-series, Space Rangers and DROX Operative.

It essentially has game events that can happen with or without player involvement.

WAR was probably the first MMO to come out with it although it kept the number of events to '1'.

RIFT / GW2 just up the event number to '1+' and added a starting condition to any event past the first one.

From a game design point of view, WAR / RIFT / GW2 events are doing the same thing; DO X while Y.

Whether there is a 'FOR / IF' loop at the start doesn't change the actual design since it is still doing the same 'DO X while Y'.

Make sense?

It makes sense, but doesn't change my overall point.  I'm not going to keep repeating myself.  If you disagree, you're more than welcome to.  Attacking my understanding of game design as a reason to prove me wrong doesn't make your point any more true.  I will continue to argue that they are different in purpose and implementation.  This is not complicated.   Instead of talkign about HP and Alienware, why not use spedific PQ's and Dynamic events in your argument.  

*Edit: to clarify, what I mean is "Show me that GW2 events are based on WAR's PQ system". 

  Calerxes

Spotlight Poster

Joined: 2/06/09
Posts: 1659

2/03/13 7:49:24 AM#78
Originally posted by Alberel
Originally posted by Calerxes

Yes thats it, Arenanet's attempt at making a dynamic world is by far the best attempt yet for me by having a more natural event system that helps the world to come alive, whereas Rift and Warhammer's attempts were very static you knew exactly where a rift would open every time and what would happen, they are very static. 

GW2's events are also very static... once you've played through a region once you know exactly what event spawns where. There is a bit more variety to them but they are mostly still very static. The number of events that are part of chains are extremely limited and the meta events are the least dynamic of the lot as they always culminate in the same boss fight in the same location.

Whilst GW2's DEs have a lot more variety to them I find it ironic that Rift is actually the only game that allowed for some real dynamics in the results... When an invasion took control of an entire region in Rift it dramatically altered the entire area and generally lead to a region-wide effort by the players to repel it. GW2 has nothing like that. The rifts themselves are very repetitive compared to DEs but I felt it was a real shame that ANet didn't try something like the invasions for the meta events...

 

I agree that invasions do add something more to the overall dynamic feel to the game and that I was lead to believe that GW2 had the same thing as in the cascading of events that would affect the whole zone but that seems to not be true. Though areas are taken over by mobs and you have to clear them to bring back normailty just not the scale of Invasions and going through zone4s a second time has thrown up new events for me that I did not see the first time. I just feel DE's are more natural and better designed that Rifts rifts and invasions and are a step up from conventional questing all IMO of course.

This doom and gloom thread was brought to you by Chin Up™ the new ultra high caffeine soft drink for gamers who just need that boost of happiness after a long forum session.

  Aethaeryn

Hard Core Member

Joined: 2/14/10
Posts: 1881

2/03/13 7:52:06 AM#79

ispired, parallel, evolution , "based on"etc.  I would disagree just on the use of the word base.  The entire game is "based" on others.  One thing that has been tried since UO is a "dynamic" world so they are all based somewhat on that.  If you create a game that has an event that changes based on player interaction, even WoW's phasing then there are going to be similarities. I think it is really splitting hairs when you talk about chains vs. stages.  Each part of the chain is a stage and wow had chain quests.  These are just spawned when the first chain is done . . the same way the stages work.  You could argue that since the golden ! above the heads of the quest giver in WoW are not visible to you until you finish the previous link in the chain make them dynamic as well.  The only difference with GW2 (which I like and play by the way) is that more than one person participates. . .which was done in stages in one place in WAR.

I get your argument but am not even sure why you are making it.  BUT. . .you obviously put a lot of thought into it and think it is important so no complaints on the sharing :)  it is a forum.

Wa min God! Se æx on min heafod is!

  jpnz

Elite Member

Joined: 6/29/06
Posts: 3542

2/03/13 8:02:01 AM#80
Originally posted by Roxtarr
 

It makes sense, but doesn't change my overall point.  I'm not going to keep repeating myself.  If you disagree, you're more than welcome to.  Attacking my understanding of game design as a reason to prove me wrong doesn't make your point any more true.  I will continue to argue that they are different in purpose and implementation.  This is not complicated.   Instead of talkign about HP and Alienware, why not use spedific PQ's and Dynamic events in your argument.  

*Edit: to clarify, what I mean is "Show me that GW2 events are based on WAR's PQ system". 

Last I checked, RIFT's RIFT can open up with or without player involvement and does something until something else happens.

GW2 DE is exactly the same, a DE will start (Sometimes with the player involvement, somethimes not) and it does something until a condition is met for it to change.

It is essentially a series of events that does stuff with different starting conditions.

We've seen this countless times in other games.

WAR / RIFT chose to keep this design limited in their world design, while GW2 went 'all-in'. This is probably why everyone thinks they are different.

 

Not sure why you are so defensive around game design though.

I don't know music and if someone tells me that because I said something wrong, I'm totally fine with it. You learn and move on; not that hard.

Gdemami -
Informing people about your thoughts and impressions is not a review, it's a blog.

5 Pages « 1 2 3 4 5 » Search