I rather liked the decision but again that put me in a tiny minority. When World Versus World received its own, separate progression path complete with its own, discrete pool of experience points, its own titles and ranks and traits, ArenaNet chose to tie all progression strictly to characters rather than to accounts. ArenaNet move as though behind a veil, mysteriously. In the face of widespread, if not unanimous, disapproval, much like the character herself the Scarlet storyline endures. Her dire hand has already been felt across the Mists, where the pillars have been received with a little more equanimity than the universal loathing which greeted the incursion of her Toxic Alliance across the borderlands. Apparently they extend even into the previously untouchable realms of Orr, thought for practical reasons at least to lie outside the remit of the Living Story. There's a theory going around that she's behind the mysterious sizzling pillars that popped up overnight all across Tyria. It would not be out of herĪpparent remit to simply make lions arch city vanish into thin air." Instead, I share the objections of the commenter on the pithily-titled forum thread Scarlet Hate " who observed " She can basically pull what she needs from thin air, in no time andĭeploy it instantly, without anyone noticing. I find the catchphrases amusing and the voice acting entertaining myself, but it's a minority view. There are a lot of reasons to dislike her, from her derivative personality and nonsensical backstory to her annoying catchphrases and irritating voice. If ANet were to run a popularity contest between Trahearne, Logan Thackeray and Scarlet, Scarlet would probably come in fourth. Scarlet's return as the instigator of the Thaumonova Reactor Meltdown hasn't gone down well. Meanwhile odd, fractured, half-baked tales are told badly in secure corners instanced safely away from the world, popping up like mushrooms to be gathered, consumed and forgotten. A year and more later the same centaurs burn the same villages as the same villagers shout the same lines even though there's no longer anyone there to listen. A huge, sprawling, living world that should have continued to grow and change by day and by week ever after but simply.stopped. GW2 turned out to be a magnificent failure in many ways. Experience suggests, however, that, when it comes to making MMOs, reach all too often exceeds grasp. It's a given that almost everyone involved in the complex enterprise of making of these entertainments wants everything to turn out just as well as it can. The part where they discuss the various potential outcomes arising from Orcs attacking a village sounds eerily similar to ArenaNet's famous pre-launch " Manifesto" only with Orcs instead of Centaurs. If I had to guess I'd say it won't look that much different in practice to GW2's "Dynamic Events" system. ![]() It's an entertaining-enough watch as these things go but in the end I'm not sure how much wiser we are about the precise mechanics by which Lore will be disseminated in the next iteration of Norrath. Omeed Dariani and Steve Danuser, well-known to the EQ community in particular and the blogosphere in general as Moorgard, do a better-than-average job keeping the conversational ball in the air. They already ran a poll on it and followed that up with one of those mildly uncomfortable PR videos that most game companies seem to insist upon doing, where a couple of guys who look like they'd probably rather be getting on with their real work do their best to emulate the co-hosts on a regional TV show that goes out in an unpopular time-slot. ArenaNet chose to release a seemingly endless series of "Reveals" while the EQNext team is running what appears to be an open-ended series of discussions with "the community" on just about every aspect of their upcoming flagship franchise release.Ĭurrently they're highlighting Lore. You can expect this type of gameplay.Ĭompanies take various stances on inclusivity and collectivism during those long months and years when there are no customers to satisfy, only curious potential purchasers and pre-sold fans. In the long PR build-up before the launch of an MMO the quantity and quality of information coming out of the company making it may vary but usually it follows a definite narrative.
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