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a player'
Friday, December 7, 2012, 2:12 AM
[General]
The most popular blog site publish from ArenaNet is up on the formal Guild Wars two web-site. This time Curtis Johnson does the honors and spends his time speaking about the difficulty of temperament in Guild Wars two. As Johnson states,";In persistent sport worlds, NPCs normally obtain the most of the very good lines and dialogue, also, the participant character is a bit more of the flat character that could be passing as a result of with especially fastened or little or no emotion";
In Guild Wars two, a player's actions will have an effect on the world around him. Choosing to end a dialog with an NPC with a punch in the face will result in being known and treated as a barbarian. Helping the minor old lady across the street might result in a participant being seen as noble and kind.
Unlike far more traditional single participant RPGs, a player's dialog choices don't restrict or close content. As in real life, sometimes a participant character will have a bad day and treat people accordingly. Similarly, a participant may have a great day or perhaps have one of those days when being sly and underhanded is the rule ;
Going back to that minor old lady: The day you helped her across the street, for instance, you are seen as kind and noble. But perhaps the day after, you cheated a bunch of folks out of their hard-earned cash. Meeting that very little old lady again will result in a different reaction from her. Individuality is not set in stone.
And then Johnson talks about something called 'karma points':
Personality is one of the primary ways you will cash in on karma rewards earned by participating in events and helping other players with their personal stories. While most interactions are free or of the minimal cost, there are many opportunities to impose your identity on the world for significant reward. Doing so requires you to have earned some karma first, but it can save you a lot of gold.
For example, in the persistent world you may find a norn mercenary who likes your style and decides to follow you exclusively for a while, without charging his normal fee. Along the way, you might talk a farmer into parting with some strength-granting pies, or you may even meet a local dignitary who offers to double your experience gain or boost your speed for a short time. Individuality rewards can be beneficial, prestigious, and even humorouslike the farmer who is willing to give you a jar of bees to throw at your enemies.
Lastly, Johnson talks about how character will help players earn titles by way of their interactions with others.
Want it straight from Johnson himself? Head here.
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