MMORPG.com: For those who may not be familiar with it, can you summarize the dynamic event system? Colin Johanson: The dynamic event system in Guild Wars 2 replaces the old concept of the static quest you find in a traditional MMO. We want to get rid of the old MMO paradigm where players run around looking for NPCs with bangs or question marks over their heads. You run up, talk to this character, receive paragraphs of text that few people bother to read describing something you need to do, and then you run off and do it. When you’re done, you return and speak to the NPC who gave you the quest, the quest ends, you get a reward… and the world never changes. In the Guild Wars 2 dynamic event system, an event will kick off in the world and players will see things in their environment – like smoke from a burning caravan - and hear NPCs shouting about what is happening. You’ll never have to read a big chunk of quest text to find out what’s going on; you’ll actively see and hear about it. Based on what happens in that event, the world will change and the event will chain out into other events that cascade across the map, creating a truly dynamic and ever-changing world. Players can choose to participate in events that occur all over the map, which have a cascading cause-and-effect in the game world based on player participation and the outcome of the event chain. Events exist in a persistent world; they are content shared between all the players who choose to participate in them. They can even be triggered by actions the players take as they explore and play in the game. Let me give you an example of the Guild Wars 2 dynamic event system in action. Players can gain access to the home city of the skritt -a bunch of rat people- but first, they need to progress an event chain in order to win over their trust. The event chain begins with skritt outside the closed city being kidnapped by members of the Nightmare Court - evil sylvari. Players can join in the event chain and attempt to stop the skritt from being kidnapped. If the Nightmare Court succeeds in kidnapping the skritt, they take their captives back to a prison, where they prepare to torture and brainwash them. A new event will kick off to rescue the skritt from their captors before they become brainwashed. If the players don’t save the skritt prisoners, the Nightmare Court will drive them insane, and these brainwashed skritt will launch an attack on their brethren back at the home city - which will kick off a new event to help defend the skritt city from the insane ones! On the other hand, should the players save the skritt from their kidnappers, the event chain will alter dramatically. The skritt will become more trusting towards the players and open the front gate of their home city, allowing players inside. From there, events will cascade out into further chains that kick off as a result of the skritt city being opened. Eventually the chains will reach a point where the players can complete events that open up an audience with the king of the skritt, which will in turn launch an entire new set of events. Should the skritt king ever be slain in the ensuing chains of events that follow, the event chain cycles back around as the skritt throw the players out of the city and turn their backs on the “untrustworthy” outsiders. Players will then need to complete different event chains in order to win back the trust of the skritt and get invited into their city once again, where they will access different event chains. The particular events in this area involve dozens of different events, all contained within various chains involving the skritt city. Event chains like the ones I’ve described with the skritt make exploring our game world a new and exciting experience every time. The world won’t feel like a static place where what you do doesn’t make a difference; your actions will directly affect the game world.