Let’s break Guild Wars (Prophesies) down into its distinct player goals and activities. You know how we do.
What really sets Guild Wars apart from other MMO games (or whatever we’re calling this thing) is the fact that it even has a story at all. Most MMOs don’t have stories, they have settings. They have an initial state or premise that provides conflict, and you participate in that conflict, forever. (Or until you cancel.) But here we have a story that allows player actions to impact the world itself. The world undergoes drastic changes as the player moves forward, and they are a major part of those changes.
The story here is surprising in how conventional it is. This is a world of fantastic magic, but the conflict portrayed isn’t against some extra-dimensional evil from beyond the nether that threatens the very fabric of reality. It’s pretty much just a war. It’s a war that goes quite badly for the good guys at first, but in the mid stages of the game they aren’t telegraphing a coming conflict with one guy who is behind the whole thing. There doesn’t seem to be a rift that needs closing by a lone hero. No gathering up of the seven shards of awesome holy problem-fixing. No necromancer to kill so that his whole army will collapse into dust and then daises and sunshine appear. No chosen one. And strangely enough, no Prophesies. (Yet.) It’s just a war where the enemy got hold of a tactical advantage (a new magic that lets them fireball a city at a distance) and the good guys are forced to take a beating until they can come up with a way to counter it. Perhaps the story will pick up on one of the more familiar tropes once things get a little further (I’m nowhere near done with the game, and it is called prophesies after all) but for now I’m enjoying the novelty of a story that doesn’t start with the chosen one and end with the defeat of Baron Von Badass.
Continue reading 〉〉 “Guild Wars:
Gameplay”
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