As stated in my previous post, Dynamic Events are the primary form of content in Guild Wars 2. I say this with almost total certainty, in fact. Primary content in an MMO should become more plentiful as you become higher level, because you are more capable and expect more. As we learned recently, there are no renown areas in Orr (the majority of the high level zones in GW2 are in Orr), yet there are twice as many Dynamic Events in these high level areas. In addition, there are far more Dynamic Events than other types of content (over 1500 events as of a year ago and still growing).
What are Dynamic Events though, and why move to this? This type of content fascinates me, not only with the flexibility of the content, but also how events seem to take benefits of previous forms and remove the problems with those forms of content. Everyone has probably played a game where there were some aspects they really liked, but it also had problems that really soured the experience.
There’s a pretty awesome video of a panel ArenaNet did in 2010 at GDC Europe where they describe the whole Dynamic Event system, how they came to this setup, and things they learned early on. Give it a look, it’s really enlightening into the whole process even if one or two aspects may not have made it to current iterations. Of particular value (to me, at least) is their descriptions of the first two eras of MMO content (starting at 1:05, or the Hunting and Questing sections), and their benefits and problems. Continue reading