That’s a loaded statement, but should be quite correct if the latest entry on the ArenaNet Blog is any indication. This time designer Curtis Johnson guides us through player character personalities and NPC interaction in their upcoming fantasy MMORPG. The resulting picture is one of an actual dialogue system that allows players to form their character’s personality as they see fit, rather than merely choosing to accept or decline a mission and be done with talking.
Combine this with the previously revealed personal story system and it seems as if PvE in Guild Wars 2 will be much more reminiscent of good singleplayer RPGs than the mediocre, reptitive, linear quest sequences of current-day MMORPGs. An over-arching story that changes dependant upon your actions, conversations with actual dialogue trees, consequences to your actions … ArenaNet is making a lot of exciting promises and one can only hope that they’ll deliver.
Take a look below for the gist of what’s been revealed today and try not to get too excited just yet: there’s still no release date on this thing. Stay tuned to GameDrone for constant updates on Guild Wars 2, but also be sure to keep an eye on the on the official Guild Wars 2 website and ArenaNet company blog for the latest information and media.
Personality in Guild Wars 2
- Conversations with NPCs involve branching dialogue trees, differing outcomes and genuine reactions of NPCs to your character’s personality. There’s no mindless yes/no report of traditional MMORPGs, but actual dialogue that instills an actual personality in your character.
- As your character’s reputation spreads, NPCs will actually respond to their personality. A character might be admired as a honorable hero, or cause merchants to cower behind their stalls.
- This personality is initially formed during the biography section of character creation, but more firmly realized through dialogue with NPCs during actual play.
- Different personalities can lead to different conversational choices. A real rat-bastard might be able to cut a conversation short with a punch in the face, for instance.
- Karma points, gained through events and assisting players in their personal story, can also be spend in conjunction with a character’s unique personality. This might result in a Norn mercenary joining up while foregoing his ordinary free because he likes your style, for example.
- These personalities are never fixed, so it’s always possible to go back from being a barbaric and agressive loon to being hailed as a noble and honorable people’s hero by changing your ways.
- Not to worry hack & slashers and non conversationalists! The shortest path through a conversation is always marked so that you can easily skip through all that immersion-building fluff to get back to fighting! And should your personality type or karma be insufficient for a specific service, then you can always just hand over some gold instead.

Somehow this doesn't seem like a player character of the charming sort
Should you have missed out on the wealth of Guild Wars 2 information that’s been made public already, then you may wish to read up on the design manifesto, combat system and elementalist profession, the warrior profession and traits system #1 & #2, the ranger profession #1 & #2 & #3, dynamic events system #1 & #2, the personal story system, death and healing, leveling, non-combat activities #1 and #2 and activities and travel in Tyria.