Let me say right off the bat that I’m not here to bash on the living story at all, nor am I here to rant about the flaws in the personal story— I’m here to advocate a redo of the personal story by offering well-thought-out and practical solutions for how to make the second half of the story (Claw Island and beyond) as great as the first half was.
I understand why none of the huge storyline issues have been resolved in the year that the game has been out. It would be a major expense to get all the voice actors back here to read a new script, and it would take a lot of people, time, and money to redo the entire second half of the storyline. Plus, the devs are taking the game in the direction of the living stories in an ever-changing world, which is a fine idea and I have no complaints about it, except that the living stories are coming at the expense of fixing the personal storyline.
I care a lot about storyline and so does everyone else who has posted on this forum section. On behalf of the entire community who cares anything about storyline, I can say with confidence that everyone would gladly go for one month or even two months without a living story at all if it meant that half of the living story design teams would instead revamp the personal storyline and fix the issues that have been there since Day 1.
I will not spend this post complaining, and the issues are already well-known; rather, I will lay out some practical solutions for how to improve the story in 4 categories (not necessarily in order of importance, as that differs from person to person).
1st main issue: Our story is taken over by Trahearne’s story
Solutions:
- Let us be the person to unite the three Orders and be in charge, not Trahearne. Yes, Trahearne is a neutral party— never having allied with a specific Order— but all three Orders actively wanted my character to join them, meaning they’ve all heard of me and they all respect me. Back when deciding on an Order, we had the chance to work with each one to solve a problem, so we know what they’re all about, they know us, and we have a good reputation with them. With some good writing, our character can convince the Orders (either through charm, dignity, or ferocity depending on our character creation choice) that although I chose this particular Order, I can and will respect all three and we can work together to defeat Zhaitan. And show this throughout the Orr quests by having the Order representatives give us the options for which paths we choose, and alternate between which two Orders present us with options (i.e. Vigil and Durmand Priory, Durmand Priory and Order of Whispers, etc.) the way they did when we were deciding which Order to join.
- No need for a Pact, we only need the 3 Orders to work together for this time, and our character is the glue that accomplishes this. Fort Trinity is still a good headquarters and will still be an appropriate name for the fort.
- Keep Trahearne in the story and keep his Wyld Hunt the same, but keep him in the adviser/scholar role and as the expert on Orr. We can still help him in his quest to cleanse Orr, which is a really good quest in my opinion, but he doesn’t need to become the leader of a Pact to do so. His role can also be to tell us more about the lore of the game, of Sylvari, and of Orr specifically, showing his expertise and freeing us as players from having to search wiki posts to find out about the basics of the lore.
- Especially once we are in charge and we are in Orr, change dialogue slightly so that rather than someone telling us, “These are your options; which one will you choose?”, it’s our character saying, “Let’s hear the options,” and then our character chooses one. It changes our character to being proactive rather than reactive, which makes our character more of a leader and more in control of the situation.
(continued in the comments below due to length restriction).
(edited by Roxann.9256)