Although at the moment Guild Wars is, for me, the most enjoyable game out there and I’m likely to be playing it for some time to come, the biggest disappointment I’ve had is the lack of change in the world you adventure in.
The initial advertising stated that the areas would change to reflect the actions you had taken previously but I’ve seen very little of this. With the adventuring areas all instanced I can’t understand why this hasn’t happened and was wondering if it was something that changed during beta.
For example after competing a mission, why is the area still exactly the same when you go back to it? It would make the game feel much more involving if the changes that occurred remained in place and going back into the mission areas opened up new challenges instead of just repeating the same things.
For example: After competing the Great North Wall mission the area is meant to be overrun with Charr. You could then adjust it so that if you re-entered the area before doing the Fort Ranik mission the area is covered in Charr and there are quests around rescuing captives, disrupting Charr supply lines etc. If you enter again after doing Fort Ranik there are quests involving taking the war back to the Charr, or further strengthening the new defences.
Another example is after completing (I think it’s Bloodstone Fen) changing North Kryta Province to have quests involving defending Ascalon Settlement from your new enemies or even having occasional patrols in other explorable areas as these enemies seak to hunt you down and destroy you. (Sorry if this but isn’t clear but I’m trying to avoid spoilers for those who haven’t done these missions yet)
I’m not saying not having this makes this a bad game, far from it. Just if further patch activity added these kinds of changes to areas (mission areas in particular) it would make Guild Wars even better.
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