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Originally Posted by 4thVariety
There has always been a disconnect between what the NSCs do and what the players do. While the NSCs usually are medieval, totalitarian and religious pricks, the players were always radically different in what they did. I expect to be a rather hostile status quo in the world, with the players being the peace-nick exceptions. EotN took the same approach.
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But to expect the characters to be such from the get-go is silly and was never even shown as the case from the get go in GW1 - for instance, the characters were all "kill the Charr" in Prophecies, then "help the Charr rebellion" in Eye of the North, same goes with Tengu in Prophecies/Factions, and Centaurs in Prophecies/Nightfall). In Prophecies, it was pretty much "All other races are our enemies" (with the race exceptions of Ventari, some few Forgotten, and about half the Dredge, and of course the Deldrimor Dwarves).
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Originally Posted by 4thVariety
Don't mistake internal narrative structure with the outside appearance of a book. Even if a plot has multiple angles, the reader takes them in all at once before moving to the end. In a game the "reader" would just revisit an alternate beginning he missed the first time. Would you play the entirety of Nightfall with the only difference being another tutorial island? You might play that tutorial island, but after that you'd stop, since you know the rest.
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Actually, I would. And, in fact, people do, for all three campaigns. There is the "native" and the "foreign" beginnings to each campaign. Well, not really for Prophecies, but for Factions and Nightfall there is.
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Originally Posted by 4thVariety
I am sure his corpse will make a good level10 trophy. Your enthusiasm about his danger level in all honor, but in the end he will go down just like any other monster in every other game. All big entry, cheats on his life and energy and dead at my feet before midnight.
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Ok, some people will be able to beat the game in twenty four hours or less, those who are far more than casual gamers of course, but the point is the location you proposed for the beginning of the game is controlled by one of the five main antagonists. An antagonist
never falls at the beginning of the story, let alone have the characters start in the antagonists' territory when they could be started elsewhere.
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Originally Posted by 4thVariety
which is why players will reach Lion's Arch AFTER they have grown to statistical maximum. Can you imagine mixing people trying to set up PvP with newbies connecting to the story for the first time? Recipe for disaster!
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Storyline wise, that was my point! That will mess up the storyline if all the races are together in
any location. Besides, Anet said all features (armor levels etc I believe) will be equal in PvP (or was it just World PvP?) so that people can play PvP at any level.
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Originally Posted by 4thVariety
Factions was bad enough splitting befriended guilds into two camps without the luxury of a common group chat. Splitting existing guilds five ways as standard operating procedure is just insanity.
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Uhhh... Anet said that guilds won't be subject to race on a game mechanic level. Even in lore this is said... The Movement of the World says how even Charr and Norn join guilds (and for Charr, they act like a multi-racial version of Warbands). As far as we know, there won't be
any kind of "faction alliances" in GW2. Personally, I hope this will be the case. The Kurzick/Luxon thing was silly (but not the storyline splitting, mind you).
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Originally Posted by 4thVariety
You buy the game, you put it in, you start playing with your friends, that is the way it should be. Why force friends to share the same race, or have them go separate ways in the crucial first few hours of the game? Lone buyer syndrome is a thing of the past.
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Like I said before, it would just be like one person starting from Prophecies, another starting from Factions.
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Originally Posted by 4thVariety
Also try to ask yourself that question: would you like to have four more lowlevel bore yourself to death areas? Or would you rather have four more high end areas? How many characters will people play anyway? Two at best, so at least three tutorials would have been developed for the dust bin.
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Two at best? I know people who have 20 characters in GW1 (one per profession per gender). I wouldn't be surprised if people have one per profession per race, to be honest. On average though, I'd suspect people will fill up half to all of the character slots (which will probably start at 4 if Anet continues GW1's character slot system).