A couple of different Ideas/Topics for GW2
Design concept:
Found this quote in an architecture book. Not only does it apply to story, quest, level design it applies to the overall game system. Level design has, in the past, always avoided this concept due to poly-count, but today's tech should be able to open up quite a bit. Think Oz, as they approach from afar. Or two opposing fortresses in the Mists, set far apart on opposite peaks, or opposite land--one atop a mountain, the other in a narrow valley pass. Such journeys could take days, even weeks in game time to achieve.
Quote:
Use "Denial and Reward" to enrich passage through the built environment. As we move through buildings, towns, and cities, we mentally connect visual cues from our surroundings to our needs and expectations. The satisfaction and richness of our experience are largely the result of the ways in which these connections are made.
Denial and reward can encourage formation of a rich experience. In designing paths of travel, try presenting users a view of their target--a staircase, building entrance, monument, or other element--then momentarily screen it from view as they continue their approach. Reveal the target a second time from different angles or with an interesting new detail. Divert users onto an unexpected path to create additional intrigue or even a momentary sense of lostness: then reward them with other interesting experiences or other views of their target. This additional "work" will make the journey more interesting, the arrival more rewarding.
Mathew Frederick, "Things I learned in Architectural School"
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The "Eye of the North" character selection screen, it's panoramic view and sense of journey, it's endlessness--put this in an MMO and you've got a good start. This sort of view, scenery, mountain top should have been the ending instance for the EoTN campaign, not a drab dwarf cave. NF had the right idea.
Economy:
Was running through Kaineng City(instanced areas as well as outposts) and imagining it alive with commerce, player housing etc. Seems it would make sense to consolidate the entire game economy, rather than localizing economies among the many different servers proposed for GW2; this would allow easier balance and control for one economy, and keep players happy with the server they're on. Isolated economies are very problematic in MMOs with isolated servers.
Suggestion: make one trade district for auction house(s), player created merchant stalls etc. Allow players from all servers to trade and buy in one market, even though there may be multiple instances (to reduce player-character poly-count,) or separate groups--link the markets. Allow all servers to barter in one market. Again, Pseudo Instancing(see other suggestions) might allow one instance to service thousands of players. It would also allow a place for players of different servers to visit and meet. Handled much like Districts are currently handled. Player-count could be throttled up or down, depending on the users system specs.
For added economic stability allow servers to compete against each other within this single market. Example: One trade district with multiple markets. Each server having it's own unique Auction House, within the common trade district.
Note:
Pseudo instancing (see other suggestions evolving from pg 32 of this post) could provide a unique and very advanced "ignore" filter for players needing less "white noise". A selective system whereby a player could display other players based on a number of filters. Parental filters, guild filters, recently played with filters, alliance filters, server filters. . . . ..