I’m just going to warn you with the first sentence of this post that it’s going to be a long one. Whether or not this scares off readers makes no difference to me, but I’m just putting it out there that there is not going to be a tl;dr, because no tl;dr could possibly encompass what I have to say. This post is 12 pages (6900 words) single-spaced in Microsoft Word, and is probably no less than 20-30 minutes of reading. Sorry
If anyone wants to put me in touch with e-mail of the Arenanet creative team, writers and personal story creators, I will also reformat the post and send it to them, assuming they don’t see it here (fingers crossed).
To preface: I am a Guild Wars player for the lore and the story foremost (and for awesome armor second). I have a lot to say about Guild Wars 2’s personal story in that regard, because, for me, it was one of the biggest draws of the game – to see the legacy I created in Guild Wars 1 continued in Guild Wars 2. While I know Guild Wars 2 was a big step forward for Arenanet, and therefore filled with plenty of challenges but great potential, I’d like to step in and provide my views on the story, mechanics, lore, and other aspects of the Personal Story and the journey to level 80.
I am no stranger to the Guild Wars world, and that’s an understatement. I have over 5,000 hours logged into GW1 (see attachment), of which 90+% was spent in PvE. I know each and every campaign, mission, character, lore piece, and plot detail like the back of my hand. I know what I liked and didn’t like, and I know what worked and didn’t work in the context of the Guild Wars universe. Which is why, above all else, I want to see Guild Wars 2 flourish – I want to spend another 5,000 hours with this game, as I did loving the first. I know Anet has the potential, and so I only want to help.
That said, I’m obviously going to be drawing comparisons between both games extensively and where appropriate. This means that there are going to be potential spoilers for all 3 Guild Wars campaigns + Eye of the North, as well as the entirety of Guild Wars 2.
So, to begin my analysis and feedback, I’m going to be dividing this letter into two parts: Mechanics, and Story/Lore. The first part will focus on the structural gameplay, flow, and feel of the single-player adventure. The second, and by far more important to me, will focus on the lore of Guild Wars and the story-telling methods and tropes presented. I’m just going to say now that I value the latter far over the former. While the former certainly impacts how the story feels, it can be altered and adjusted with much more relative ease. You can change bad mechanics and tweak numbers. You can’t change bad storytelling and tweak characters/voiced dialogue (within reason).
Above all I want to make it clear that no matter how harsh (or praiseful) I get of the game, that none of this is to degrade what Arenanet and their creative team has made. This post serves only as my personal beliefs about what Guild Wars could or should be, and I make it only because I love the game and want to see it excel.
So, without further ado, let me jump in, starting with mechanics: