Showing posts with label Kessex Hills. Show all posts
Showing posts with label Kessex Hills. Show all posts

Tuesday, February 10, 2015

Return To Concordia And Other Stories: GW2

Syp has a post up in which he summarizes the "story" part of GW2's Living Story Season 2 as he understands it. I can shorten it a bit more. Some plants did bad things. A dragon woke up. There was a lot of fighting. Some things got broken. No-one cleared up the mess.

Kessex Hills was a scrubby, unattractive enough place to begin with but after the baddies built a vast, noxious tower and the goodies blew it up, letting the wreckage pollute Viathan Lake, the entire region was left looking like the aftermath of a limited nuclear exchange. You'd think there'd be a refugee crisis (yes, another one) but with centaurs on all sides, clear-cutting the forests and culling the weak (that's anyone with fewer than six limbs) and the nearest major city still failing dismally to come terms with the results of a sustained aerial bombing campaign, where is there to go?

I try to give Kessex as wide a berth as possible but I happened to be passing through on business the other day. Most of the Priory team has moved on from Thunder Ridge but Arcanists Dolja and Kari are still there, doing...something. I chatted with them briefly. Kari passed on the sad news that Katterwik the skritt died when the tower fell but it was what Dolja had to say that really unnerved me.


She says the toxic Krait, a clique within the race of aggressive, amphibious slavers that Scarlet somehow convinced to join one of her nebulous and ill-understood alliances, fled the collapse of their tower through some kind of portals, taking with them their mysterious obelisk shards. Where they went, what the portals were, what they plan to do next, no-one seems to know.

Shouldn't someone be following that up? It seems like kind of a loose end. One of many. How's Cragstead doing these days? Ever wonder that? Braham doesn't seem to worry about it any more so I guess we don't need to either. Still and all, I do, a little.

And what about the refugees that fled the Molten Alliance? I guess they all went home. The ones whose homes weren't burned to the snow that is. At least, they don't seem to be squatting on the hard, hot iron of The Black Citadel and there's certainly no place left for those who fled to Lion's Arch, if any survived. Lion's Arch has its own refugees to care for now. They're still there, some of them, in that shanty town outside Vigil Keep, waiting.

Things are bad all over. I happened to pass through Concordia yesterday. Those vines are still there, the waypoint's still out of service, in pieces on the floor. Didn't Taimi come up with a fix for that? Isn't there some kind of Asuran Repair Krewe that could come out and throw some hazard tape around it at least? It looks so dangerous, sparking and sputtering.

See, this is what happens when you let narrative get loose across your nice, tidy world. These stories leave a residue and it sticks. I like it. It kicks up memories and feelings and it makes me think. But then, I was there when all these stories happened.

What does it all mean to players like Syp or J3w3l, returning from a long vacation, let alone to brand new players, only here because they saw a box on sale, 75% off? Would it serve them better to tuck most of this outdated, non-functional, ex-content tidily away in instances, where only the curious and the willing need ever concern themselves with it? Should open-world events neatly dissipate when their purpose is at an end, melting away more quickly and cleanly than dirty snowmen after the thaw?

Or does the shed carapace of narrative add depth, texture, quality to the world? Is this all just physical graffiti to be scrubbed away or is it the true patina of time passing in a world that wishes to be real? Is it better that some players are confused or irritated by remnants of memories they don't share or is that just the price you pay for coming in late while the movie's still playing?


GW2 players have often called plaintively for the game to have "permanence". What they seem to mean by that is the option to replay content and gain rewards at a time of their convenience. That's how a game works but not a world. A living world doesn't stand and wait for anyone. Should a Living Story?

I won't, I think, revisit and replay the storylets and missions, captured forever as they are in the amber of my achievement panel. Once and done for those. That's a permanence I'll choose to let fade.

I'll keep returning to the blasted heaths and sumps of Kessex, though, and to the vine-choked, blood-soaked confines of Concordia and Fort Selma. When I pass a shattered probe I'll sometimes, often, come close and listen for the hum. These things are real, for a given value of reality. This is permanence.

I started this post whimsically; sarcastically. As I wrote I logged in to check some facts and take some shots. Subtly my mood changed. It's easy to poke a little good-natured fun at the lack of rigor in the storytelling, the bag and sag and hanging threads. Harder, though, to gainsay the feelings and the memories, when you're standing in the ruins.




Tuesday, October 29, 2013

Next Stop Kessex Hills. All Change Here! : GW2

Another fortnight, another Living Story. Ho hum. Or maybe not...

For what might be the first time since launch, certainly the first time I can recall off the top of my head, there's been a full-scale change to one of the regular overland zones. We saw the addition of new NPCs and add-on instances in Wayfarers Foothills and Diessa Plateau way back in the opening chapters, several zones still encounter regular disruption from Scarlet's invading hordes and the new, improved Tequatl casts a pall over the Splintered Coast, but until now the only physical restructuring I can remember is the recent draining of the lakes in the WvW Borderlands.


To a degree this is similar in that the vast krait tower has appeared in the middle of Viathan Lake in Kessex Hills. It's not an area I was particularly familiar with, as the statistics on the loading screen below make plain, so I don't know what, if anything, in the way of content has been usurped or inconvenienced by Kasmeer's renting of the veil. Not much, I suspect. Nevertheless, the map and the territory have both undergone undeniable and significant change.


The Tower of Nightmare update also introduces two significant changes to mechanics. Well, they're new to me, at least although maybe they already exist in one of the many parts of the game I don't know in as much detail as I might, like Fractals or Dungeons. News of the crisis came via the usual letter but when my ranger waypointed in to Kessex Hills instead of arriving as expected at Overlord's Waypoint a second loading screen appeared right after the first and he found himself in the new instance.


It kicked the whole thing off with a much more fluid, in media res impact than the usual anti-climactic hunt for the relevant NPC. Of course said NPC was still standing there waiting for me and nothing really happened until I spoke to him to tell him I was ready, but still, it's a start. If we can just get to a point where our character's very presence is sufficient to get things rolling then we'll really have made some progress.

The second innovation occurred during the first fight. A couple of Krait had fallen to a merciless barrage of arrows and my attention was on the ones still standing when it dawned on me those lying on the ground weren't in fact dead. They were downed and throwing rocks, just like a player would. It occurred to me that one of their slimy krait buddies might be able to revive them so I closed in to see what was going on and stap me if the "Finish Them!" stomp box didn't pop. So I spiked them.

It was joyous. I did it as many times as I could. Most of the mobs went into the downed state; a minority just died like normal mobs. I couldn't see an obvious reason for the difference. If I was going to be cynical I might speculate whether adding this mechanic to PvE mobs mightn't be a means to increase sales of Finishers in the Gem Store but it's so much fun I don't care. I'm happy with my plain old stake anyway.

The instance itself was excellent, if rather short. Perfectly pitched in difficulty for soloing. I found myself playing my ranger the way I did back in beta, sending the pet in to get agro, pulling carefully to get singles. The big fight at the end was set at just the difficulty level I like best - I was always going to win so long as I kept my concentration. Very satisfying.

As for the plot, Marjory Delequa and Lady Kasmeer are a very odd couple. Whatever's going on there is...intriguing. And we all hate the Krait, that's a given. The Nightmare Court I have never taken to (or against) but they ensure the theme of unlikely bedfellows first encountered with the Molten Alliance continues. At this rate I might even begin to suspect there's some method to the seeming madness of picking these allies out of a hat.

But, to return to where we began, perhaps the most impressive part of the update so far came when I came out of the instance to find myself in a Kessex Hills indistinguishable from the personalized version I'd just left. Can it be true? Actual change?

We'll see. I'm guessing that tower's there to stay, at least.




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