Guild Wars 2 NPC Inspired By Player's Cross-Country Walk

Written by: (@winterinformal) | May 16, 2012 4:30 pm

53 Comments

If you’ve ever wondered how footsore your MMO character might be after trudging through miles and miles of a game world, just ask Guild Wars and Guild Wars 2 fan Kelly Wells.

Wells’ story is detailed in the latest ArenaNet blog post, which describes how she was so inspired by Guild Wars that she decided to go off on an adventure of her own. Accompanied by her dog Anna, Kelly walked from Maine to California, and then took a detour up north to ArenaNet’s offices in Seattle.

And people say Guild Wars 2 needs mounts…

The staff were so impressed with Kelly’s story — which you can read about on her blog and in her upcoming book — that they created a Sylvari NPC named Ameranth, after Kelly’s in-game avatar, and her dog. The pair will be found all throughout the game, exploring Tyria the same way Kelly and Anna explored America.

Have you ever been inspired by a video game to do something amazing? Let us know in the comments below!

Guild Wars 2 NPC Inspired By Player's Cross-Country Walk

  • http://www.facebook.com/profile.php?id=100000103012311 Zhenhe Zhu

    Ha! This is the new Nicolas.

  • http://twitter.com/ron6405 mouse

    who is Nicolas 0.0

    • Sklys

      Nicolas or nick is a travler in gw1, he gives gifts in return for items. He travels
      in all areas of gw1. He has a ox that travel with him.

      • http://profile.yahoo.com/ITHF7XKYGVXFAPCDMDJTKHLBBU Lian Wan

        Dolyak not ox!

        • Sklys

          You are correct, I stand corrected. :)

  • 7BitBrian

    I find this story to be just plain and simply AWESOME. People do amazing things.

    • http://twitter.com/Jayeluu Jason Winter

      Thought I’d take a break from my usual griefing hits and try something non-controversial. I’m sure someone will still troll it :)

      • Bradley Phillips

        I’m so tempted to don the troll hat (mask?) now and do so Jason. I think I deserve credit for resisting that urge.

      • Revanhavoc

        Just be sure to mention the obesity epidemic next time and how exercise is really important! Great opportunity to do so!

  • Sklys

    This is one cool young lady……..To Kelly I say nice going…….
    One question did she take a sword or hammer for the charr along the way ?

  • http://twitter.com/dularr Dularr

    Nice story.  

  • Cyclops07

    Nice Story, that’s something you don’t see everyday

  • Old Ben

    Speaking of moving around, I’d love it if they made all (or at least most)  NPCs have daily schedules, like Ultima 7 or the Elder Scrolls games. It feels really artificial to see an NPC that just stands in one place all the time, day or night, summer or winter, and never eats, never sleeps, never seems to actually do any work, etc..

    Of course, for services like the bank, etc., another NPC would have to replace the one that was asleep or having lunch at a nearby tavern, and “quest” NPCs would have to hang around a limited area, but it would really make the game feel more alive if everyone moved around a bit (and if you met different NPCs at night or during the day, for example).

    • http://twitter.com/DaPhoolz Rp TheFoolz

      well, I’ve seen some (or a handful) of the npcs have their rutine route during the beta test.
      Some are just patrols and talking about stuffs, some are just Civilians or Villagers talking about… um… everything? well stuffs, some are doing their things in the open world.

      but usually the npcs that i have something to do with are stationed. (merchants, traits, bankers, etcs)

      not sure about the day and night tho. since i feel like the night time is so short.

      • Old Ben

        Yes, the ones that move seem to be just generic “background” characters, not really “interactable” NPCs. It would be interesting to walk into a tavern and see some NPCs you knew (ex., a banker or a trainer, etc.) having lunch.

    • http://www.facebook.com/people/Tim-Becker/1470011374 Tim Becker

       Im Pretty sure some of the merchants actually change.

      Last beta I was cooking and hat a Tiger-colored char as the cooking merchant. Then I wndered of to get some gold and karma and when I came back it was a white char with black dots.

      • Old Ben

        Did the character have a name? Or was he just a generic “merchant” ?

        • http://www.facebook.com/people/Tim-Becker/1470011374 Tim Becker

           Not sure but i think it was (X-Name) [Cooking-Supplys]

          • Old Ben

            I’m asking because, if it was just a generic merchant, it’s possible that they’re dynamically generated (and so the model might change as you zone out and back in, or when you get sent to an overflow server).

            But, if the character is named, presumably, it will always have to look identical, so if one is getting replaced, there must be a moment when the previous one walks away, and it should be possible to follow him and see what he does.

            I’ve watched several time lapse videos (and sat by several NPCs in the game) and never noticed any of them having “lives” (sleeping, eating, etc.). Most just stand in one place all the time. Some generic “citizens” move around (basically in a patrol loop), and some NPCs move as part of events (ex., escort missions), but no one ever seems to go home or have a meal (or interact with the world around them – for example, in Ultima 7 characters would make beds, open nearby windows during the day, replace and light candles at night, etc., in addition to their daily schedules).

            It doesn’t have a significant impact on gameplay, of course, but makes the game feel a bit more alive and could give (currently) empty buildings a reason to exist.

          • snikendelarveføtter

            I get what you are looking for, but i’m not playing games to replicate life online. I’ve seen quite a few npc’s that move around but i’m not interested in sneaking into a guys bedroom at night so i can buy some armor. 

          • Old Ben

            Where did I (or anyone else) mention “sneaking into a bedroom at night to buy some armor”…? And how would that be “replicating real life” ? 

            Was that your excuse in court? “Yes, your honor, I did sneak into his room at night, but… I was just trying to buy some armor, like people do in their normal daily lives.” ;-)

          • snikendelarveføtter

            Well if you want your npc’s to live a “lifelike” life, they would have to take a nap now and then, and i doubt it would be much fun chasing an npc around town to get a hold of his merchandise. I could just picture the chat “has any1 seen John the armor merchant?”  -  ”yes I saw him milking his cows 5 minutes ago, so if your fast, you can catch him before he’s off to visit his grandma”.

          • Old Ben

            Why would you have to “chase an NPC around”? Do you normally have to chase salesmen around? And do they carry all their merchandise with them?

            Personally, I tend to go to shops and department stores, and I don’t really care which individual salesman I buy things from. If salesman A is “visiting his grandma”, I’m sure salesman B will be glad to sell me the same products, or very similar ones.

            And yes, I want the NPCs to have a “lifelike life”, which is kind of the measure of a simulation of life (how lifelike it is – you know, like life), since the game is essentially simulating a world with living creatures.

            I don’t have any problem with vending machines being in the same place all day (that’s what vending machines do), or with shops being open 24/7 (a lot of shops are), but I do think that, if they’re going to simulate living people, they probably shouldn’t make them behave like vending machines and stand exactly on the same spot for all eternity (often in the rain or in the sun, when there’s a porch less than 3 steps away). 

            Most RPG makers seems to agree, and most players seem to expect that, too. It’s not exactly a new concept; Elder Scrolls games have NPCs with daily schedules, and so did Ultima 7 (released 20 years ago), as I mentioned above. 

            If you prefer NPCs to be completely static, that’s fine, but there’s really no need to come up with nonsensical scenarios to justify that preference. Do you think it would be realistic for a vendor to carry all his products with him, into his bedroom? And do you think it would be realistic for him to treat you as a client if you woke him up in the middle of the night? How would any of that be “lifelike” ?

          • snikendelarveføtter

            Read between the lines :)

            I made some unrealistic examples to make my point. I dont mind a bit of realism, i just dont want it to get too real. I’m not interested in playing my life with a mouse and keyboard, i’m playing to do things i dont do in my rl. 
            This video is showing the npc ai i’m satisfied with.

            www youtube com/watch?feature=player_embedded&v=6CyqGJHTjes 

            (add in the dots)

          • Old Ben

            > you want your npc’s to live a
            > “lifelike” life [...] I made some
            > unrealistic examples to make
            > my point. 

            Your point was that I wanted the game to be “too realistic”, so you made some unrealistic examples? Huh? 

            If you can’t “make your point” with realistic examples, maybe your point was kind of wrong to begin with…?

            >  I dont mind a bit of realism,
            > i just dont want it to get too real.

            So you would _want_ to have to chase a vendor around into his bedroom to buy stuff? Because that wouldn’t be realistic at all, as opposed to simply going to the shop and talking to another vendor while the first one was sleeping or having lunch, as I described (which I guess you found “too realistic”) ?

            I really don’t understand your point. 

            > I’m not interested in playing my
            > life with a mouse and keyboard,
            > i’m playing to do things i dont
            > do in my rl. 

            Who said anything about “playing your life” ? Is that another one of your “deliberately unrealistic points” to prove… something…?

            Having a realistic world (with trees that sway in the wind, water that ripples, NPCs that move around, cities that feel alive, bears that walk on the ground, wasps that fly through the air, fish that swim in rivers, trees that grow vertically, etc.) has nothing to do with “playing your real life with a mouse”, it has to do with creating a believable and realistic game world (which is one of the most fundamental goals of RPGs) where you can play the role of a certain character (or multiple characters).

            If you don’t want something that resembles life, then MMORPG is probably the last game genre you should be playing.

            > This video is showing the npc
            > ai i’m satisfied with.

            That’s not “AI”, it’s a scripted event (basically an escort mission with multiple stages). A daily schedule isn’t AI either, it’s also a series of scripted events (which makes it even stranger why you complain about my suggestion of giving NPCs a daily schedule and then praise a video that shows something almost identical, but nevermind). 

            AI would be something like the character moving indoors when it’s raining and standing outside when the weather is nice, or lighting a nearby torch when it starts to get dark, etc. (i.e., reacting to the environment instead of following a fixed script – even if that script has some branching as in the case of dynamic events). That kind of reactive behavior would be great, but it requires a lot more processing than simple schedules, so it would put a lot of load on the servers. The only actual AI the NPCs in GW2 seems to have (and, even then, only some NPCs) is to attack enemies if they get close.

          • snikendelarveføtter

            Wow, just wow. As i’ve told you before, you tend to over-analyze comments sometimes, and this thread is a good example. I use irony/exaggeration and you take it as some dead serious opposition to your view on the subject. i’ll just reply agree or disagree from now on, and save you from writing novels, with no connection to my comments.

          • Old Ben

            If by “over-analyze” you mean “read and notice the obvious contradiction”, then yes, I guess I do.

            When you say “that suggestion would make the game too realistic” in one paragraph and describe a completely unrealistic situation in the next paragraph (supposedly as a consequence of the same suggestion you just classified as “too realistic”), the whole argument is simply not logically consistent. It’s not “irony”, it’s just (literally) non-sense.

            It reminds me of the guy who was simultaneously complaining that GW2 “might have the trinity after all” and “doesn’t have the trinity but some players might want it”. Maybe that made sense in his head, but no one else could understand what his point was. You can’t be simultaneously against something and its opposite.

          • snikendelarveføtter

            You are still not seeing what i was trying to tell you in my last comment. I hope you dont analyze irony, sarcasm and attempts at being humourus the same way in rl. 

            Forget all my previous comments. I’m gonna say, what i should have in the first place…. “I disagree”.
            I’ll keep my responses that simple in the future, so you dont go on another voyage to find purpose and logic in every single word i write. 
            I’m sure you’ll analyze this as well and find some hidden meaning or agenda.

          • http://www.facebook.com/people/Tim-Becker/1470011374 Tim Becker

             It was in the main city, so I dont think i got put on an owerflow.

            ”no one ever seems to go home”

            If you had followed some dynamic event npc’s you would have noticed that this happens quite often. the guy that collects ore in the norn straing area or the guy that wants you to get meat, smokes it after you brought it.

            if you haven’t yet you should watch these videos

            /watch?v=6CyqGJHTjes
            /watch?v=IwmtVFoZAKA

          • Old Ben

            >  It was in the main city, so I dont
            > think i got put on an owerflow.

            Being sent to an overflow server depends on how many people are in the area. If there were a lot of people in the city, some would get sent to an overflow server.

            Anyway, without knowing the NPCs’ name(s) it’s hard to know for sure what happened. I certainly never saw a city merchant or trainer move from his spot and be replaced by someone else, but maybe ANet has only coded that into a few of them, and I never happened to be near those.

            > If you had followed some dynamic
            > event npc’s you would have noticed

            Yes, I did a lot of those. But those are events, where the NPC’s behavior is ultimately determined by player interaction (help him and he moves to the next “stage”, don’t help him and he eventually moves to the previous “stage”). I was talking about giving NPCs (especially the ones in or near cities) daily schedules, independent of player interaction. For example:

            Go to shop X between 08:00 and 13:00 and you’re greeted by vendor A. At 13:00, vendor A walks out of the shop and has lunch at a nearby tavern. You can still talk to him (at the tavern) but you can’t buy anything (because he’s not at the shop). Meanwhile, at his shop, vendor B has taken over (and sells you the same items, but might have slightly different chat). At 14:00, vendor A goes back to his shop (and vendor B sits in a corner chatting with vendor A, or goes about his business). At 20:00, vendor A closes his shop and goes to the tavern to have dinner. After that he might walk by the bank or some other “logical” place, and finally goes home.

            Between 20:00 and 08:00 the shop is officially “closed”, but if you walk around the back you might find dodgy vendor C (i.e., a thief), who will gladly sell you the same items while pretending that he’s just “looking after the shop”.

            Other shops might actually be open 24/7, staffed either by multiple vendors or by a golem, or they might be totally inaccessible at certain hours (ex., maybe the “Necromancers-R-Us” hood emporium only opens at night).

            As I mentioned before, this is something you can find in Elder Scrolls games and even in some old games like Ultima. Right now, it seems the day-night cycle in GW2 is just cosmetic, and doesn’t really affect the  game world (ex., there are small children playing on the city streets at night). I think adding daily schedules to most NPCs would help “sell” that distinction, while making the cities feel more alive and more interesting.

          • Jado Cast

            Since you have more expertise in this area, doesn’t that kind of programming create more lag, and graphical strains on a computer?  If every NPC had more realistic movements, and actions I would think that would be difficult in an MMO, or is that not right?

          • Old Ben

            Not really. The amount of lag depends mainly on your network connection and on how many people are connected to the server (although people also tend to use “lag” to describe low FPS), and none of this would add much processing to your computer.

            Rendering a walking character requires the same CPU / GPU effort as rendering a character that just stands in the same place waving or scratching his head (a 100% static object can be slightly faster). It would add a little bit of CPU load and memory usage to the server (because it would have to keep track of where in its path each NPC is, instead of storing a fixed set of coordinates), but even that is pretty small (as long as these were predetermined paths – realistic reactive AI would need more processing).

            There are already lots of “background” NPCs (i.e., with no interactivity) walking around the cities in GW2, most of them doing so constantly. If a vendor stayed at his shop for several hours and then moved to the tavern (to have lunch or dinner) twice a day, that would be irrelevant compared to the amount of stuff that is already going on.

            It does mean extra work for the coders, though, because they have to create the paths for each NPC, make sure no two NPCs sit on the same chair, create a second vendor to watch after the shop (unless they want that shop to actually close), etc..

            I’ve noticed GW2′s path following is pretty crappy at this point (in escort missions you can see the characters walking in straight lines and then suddenly turning 10 degrees, then another straight line, then another 10 degrees, etc.), so maybe they’re still working on the path interpolation, and will add movement to (some) city NPCs later, when it looks better. 

            The part about characters walking around is mainly cosmetic, though; the real “gameplay” reason why I’d like to see NPCs have daily schedules (and, in some cases, “seasonal” schedules)  is that it would let cities feel different at night. The possibility of discovering a “new” vendor (selling some weird unique items) in a dark alley at 4 in the morning would give people another reason to explore (and more rewards for doing so).

          • Jado Cast

            Cool, I agree that would make it feel more alive and different with each encounter similar to what they did in Skyrim. I’m not aware of any MMO that has done that level of detail with NPC’s but it would be a welcome upgrade.

  • http://twitter.com/DaPhoolz Rp TheFoolz

    if Ameranth become a NPC in GW2. What name will she goes when she play the game herself.

  • Brozathon

    lmfao so she took a cross country walk because GW2 has no mounts? um ok.

    • snikendelarveføtter

      I dont see the point in making up your own version of the story.

      • Brozathon

        lol? were u not watching the video? lmao, she got inspired to walk across the country because GW2 has no mounts lmao. Shes a true fangirl. Every fanboi and girl think any change arenanet makes is innovative and revolutionary…smh

        • snikendelarveføtter

          This is what Arenanet said:

          “Kelly, who goes by Ameranth online, is a longtime Guild Warsplayer who was inspired by her character: “One day I was playingGuild Wars, running around in Ascalon, helping pig farmers round up their pigs and little girls find their flutes, and I thought, ‘Man, I wish I could live here. Just running around, seeing the land, helping people in need, and having adventures.’ Then came the epiphany: Why the heck not?”

          Where does the mounts come into the picture?

          • Brozathon

            jajajajajajajaja it comes in the picture when it said she got inspired cuz she had to walk everywhere since there were no mounts while she was playing GW2 jajajajaja, what kind of game has no mounts? jajajajajaja so innovative.

          • snikendelarveføtter

            huh?

          • Spammerbam

            Plenty of games. Why is there a need for mounts when you have rally points?

            You like being on top and riding hard, don’t cha? Jajajaja..

          • Jado Cast

            If you can fast travel or go through Asura Gates, why do you need a mount?  How many times do you use a horse to travel now days?  It’s not part of the lore.  And how does mounts have anything to do with innovation?  

          • http://twitter.com/dularr Dularr

            The lack of mounts in WvW is a pain in the ass.

            I agree with you Jado, travel in GW2 is not very innovative.

  • Spammerbam

    I’ll be honored to play alongside with her in-game.

  • http://profile.yahoo.com/PDSKEKELLVVAKMWK4QQ4CRNGKQ Nine

    If there was a trivia question asking what game had inspired a fan to walk across America with their dog (and I never read/heard this story), I would have missed that question.    A fan of the Fall Out serious would have been my guess. 

  • http://profile.yahoo.com/PDSKEKELLVVAKMWK4QQ4CRNGKQ Nine

    OMG  I Google Kelly Wells…..

    • Old Ben

      And now you know why they didn’t name the character after her…

  • http://twitter.com/RaizinMonk RaizinMonk

    As a Dutch guy the word “cross-country” the word does not really do the journey justice in my ears. But what have you in a country that is roughly 100 miles wide and 200 miles long.

    To put this into European perspective, I can walk from Amsterdam, The Netherlands via Istanbul, Turkey to Cairo, Egypt through over 10 countries and 3 different continents in about the same distance. Another route not quite as long but somewhere close is from Lisbon, Portugal to Moscow, Russia on the other side of Europe.

  • Revanhavoc

    Should have used this opportunity to discuss the obesity epidemic in the United States. Sounds like this is one gamer girl who was damn healthy!

    Walking is good for you. Go for a good 30 hour walk after supper. Make sure you break a sweat. Then you can plan your great night of video games and Gamebreaker.

  • CCLemon77

    Did Kelly ZONE every time she crossed a state line?  :P

    • Old Ben

      And how often was she sent to an overflow state?

  • Brozathon

    Kelly Wells: 2006 FAME Award finalist – The Perfect Slut; Dirtiest girl in porn
    This is the girl Arenanet and u fanboiz are praising? Figures.

    • http://profile.yahoo.com/PDSKEKELLVVAKMWK4QQ4CRNGKQ Nine

      There are a lot of Kelly Wells out there….The Kelly connected to GW2 IMHO isn’t that porn star.    I just thought it was funny when I goggled her name.

RECOMMENDED FOR YOU
Take a Poll

What Is Your Most Anticipated MMO?

View Results

Loading ... Loading ...
Monday
6 pst

The Republic

Star Wars The Old Republic

Tuesday
9:30 pst

After Dark

Live Call In Show

n/a

Monty's Minute

Have Questions? He Has Answers

Wednesday
3 pst

OMGLOL

League Of Legends Drama

6 pst

Guildcast

Guild Wars 2

8 pst

Klaus & Squirrel

Gameplay Duo

Thursday
8 pst

Legendary

World of WarCraft

Friday
3 pst

TWIMMO

This Week In MMO



TOP GAMES
Guild Wars 2 MMO News
Genre: MMORPG Fantasy
Developer: Arenanet
Metacritic Score: 90
The Elder Scrolls Online MMORPG News
Genre: MMORPG Fantasy
Developer: Zenimax
Metacritic Score: n/a
World of Warcraft MMO News
Genre: MMORPG Fantasy
Developer: Blizzard
Metacritic Score: 82
SWTOR MMO News
Genre: MMORPG SciFi
Developer: Bioware
Metacritic Score: 85
League of Legends News
Genre: MOBA
Developer: Riot
Metacritic Score: 78