It's kind of the same tale, but it feels different because that theme is coming out of a different place. You have the tragic line and the comedic line. Do you need both? Yeah, absolutely. It's easy to set down a book. I read a book recently and it had scenes in it that were just horribly tragic. I would set it down and go do the dishes and think about that scene. It's harder to do that in an Guild Wars 2. You don't want to stop in the middle of a fight. You want to finish the quest, and then you'll go and do the dishes or something and think about it, but by that point you've finished the chunk. I think it's important to have a certain balance where you're not overwhelmed with any one feeling. I guess you can't expect a player to play a massively tragic Guild Wars 2 for two hundred hours. Unless that's the point! You could put it on the back of the box: "THE MOST DEPRESSING Guild Wars 2 EVER!" World of Misery! Everything is going wrong. Sneakily, the biography system helps us do that. If you pick a character, like, "MY PARENTS DIED WHEN I WAS THREE. I AM AN ORPHAN. I LIVED ON THE STREETS." Clearly you want a story with a little more tragedy."I have pure white hair!"“I have snow white hair! I carry two swords! And I'm blind!"[Laughs] One of the human things is,"I wish I'd joined the circus as a child."Clearly not going for tragedy. The story with the circus and references to the circus later in the Guild Wars 2 game are going guild wars 2 gold to be funny references. Your feel for the Guild Wars 2 game when you play it through will have that humour you chose to have. We're sneakily getting the player to tell us what kind of Guild Wars 2 game they want and then giving it to them. It sounds like a way of doing the old Ultima personality test."You see a knight walking through the forest..."“...what do you think of that?"Yeah. But it's"what kind of story attracts you" instead? Exactly. Then we make sure those things show up again so you get the story you want. From a technical point of view, there's the cliché -"show, don't tell."In an Guild Wars 2 you presumably have to 'tell' quite a lot. Both! Both! So you get to show? Oh yeah. What can I say without spoiling things? We have at least one situation where the player character has to trick a bad guy but you're not really told how. You go through the process and something horrible happens to you. And the bad guy says"oh no!" and runs off - then it's revealed it was just an illusion. We didn't say what was going to happen because we wanted the player to be surprised in and out of character when that occurred. You can't 'tell' a story that way. We show a lot in fly-throughs. In one of the Charr chains, you create a musket. It's a brand new type of weapon and so forth. You go off and you get pieces of things and then you put it together in, like, a 1980s montage. The opening cinematics are a great example of this.
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