Last week Ten Ton Hammer brought you an exclusive interview on some of the more combat-focused aspects of Guild Wars 2, such as weapon sets, skills and the traits system. And while saying that weÂre impressed with what weÂve seen of combat so far in the game demo would be a gross understatement, thatÂs only one aspect of the much larger gameplay package that Guild Wars 2 has to offer. The story of Tyria and of your characterÂs place in the world are of equal importance, so we set out to discover all we could about personal story and progression in the game as well.
Just how deeply does the personal story rabbit hole go in Guild Wars 2? How will the Hall of Monuments bridge between the two games, and how soon can we expect to learn the details on the specific rewards Guild Wars players can unlock for their characters in Guild Wars 2? All this and much more awaits in the second installment of Ten Ton HammerÂs exclusive interview with Game Designer Izzy Cartwright.
Ten Ton Hammer: Each of the original Guild Wars campaigns and the expansion had that overarching mission chain that would help guide you on an epic journey across the different continents. In Guild Wars 2 weÂll have the main focus of the Elder Dragons and how theyÂve quite literally changed the landscape of Tyria, but will there be something similar to that epic mission chain that leads to a massive confrontation of some sort?
Izzy: We have a couple of different things. We have your personal story that definitely guides you through the storyline. And then thereÂs a second thing which is the dungeons. The dungeons interact with your story, and every one of them has a Âstory modeÂ of that dungeon which is almost like a mission. ItÂs got an embedded part of the story, and those do help guide you through the overarching story, so we do have some of that in Guild Wars 2.
But your story itself almost takes on more of that role, like a handcrafted way of taking you through the whole story of the game. The dungeons are the part where you work with other players kind of like how a mission worked in Guild Wars 1.