Since I started playing GW nearly 2 years ago, the only major thing that bugged me was time...or the lack of it. Not a day/night cycle, that's not a major issue, but in game time itself - things being lost to time - the story moving forward, for everyone.
Before I proceed, let me rhetorically ask any vet players, what some of their most memorable GW experiences are? - Pre Searing the first time? - The beta finale featuring Gwen? or the first Halloween event?. I suspect for many it is some of those events that stand out in the memory, because they were one off's - it's a kind of 'I was there' psychology that sets events that such as those I have mentioned apart from the rest of the game and makes for a much richer playing experience.
How GW might have been
Release day - All players enter pre-searing.
Release day +45 days - The searing occurs - ALL players are transported to Ascalon post searing - new players entering the game begin here from now onwards. Missions up to Shiverpeaks are playable - the rest of the map is explorable but no mission or quests are available
+30 days - Missions prior to the shiverpeaks are turned off and turned into explorable areas - new quests relating to the current 'state' of the game are added in those areas - Mission up to Lions arch are turned on. Players have a set amount of time to play the 'advance the storyline missions' before they are turned off and time moves forward.
Essentially players would have a window in which to play the storyline missions before time moves on. Of course, this has implications for protector titles and the like but I strongly feel that GW would have been a much better game if events came and went.
So what if GW had time, would it have been a better game? and more importantly, would it have been flexible enough that a fourth, fifth and up expansion could have been added without the need to 'start all over again' with GW2 - I'm betting that GW2 will be more like the game I have outlined here than its mission/story driven predecessor.
Your thoughts?
K

