Guild Wars 2 Interview

To further her original discussion on the emphasis that Guild Wars 2 will put on our characters’ storylines, lore and continuity designer Ree Soesbee took a moment to talk to IGN about how it’s all coming together.

There are not an infinite number of story options, but there are, we are told, plenty. They don’t just stem from the questions at the start, either, and even those that do can differ greatly depending on various factors. “We tried to build unique questions into each race to ensure that racially each story can be different.”

Then there is the choice of who to side yourself with in the struggle against evil. “We give the players the option to join one of three factions in the game and the storylines you will encounter from them will be very different.” The three factions The Order of Whispers, The Durmand Priory and The Vigil each have very different ideas and methods when it comes to dealing with the threat of the Elder Dragon Zhaitan, and your choice will be reflected in how the story ultimately plays out. “In each storyline we’ve made sure to include at least one significant choice that you will make.”

So how does it work? As best we can tell without seeing it in action, the core story-component of the game, or at least the important parts, is instanced. The things that occur for you won’t necessarily occur for others. “We didn’t want other players to be able to influence your personal story.” Soesbee tells us. “The storyline areas are a little different from the open map areas in that way.” That doesn’t mean that you can’t have your friends with you, of course. Party members can enter your personal story instance and help you overcome challenges, but their actions in your story-area won’t influence their story at all.

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