Stories need less gaps.
Agree and disagree. Yes, I would like ‘more’ personal story, on that level I agree with you. But I think that ANET does not want you to level through personal story alone and go out and explore the world in the meantime, if you could level through the story alone you would miss out on a lot of content.
I never said “Level through Personal Story Alone”. I said "Make the levels for a ‘Chapter’ closer together.
Take the Asura Storyline as an example. There is no real reason that the first 5 missions (Spread out 2, 5, 7, 9 if I remember right) to actually be like that, because while the story proposes continuous time related events, the actuality is there is a large gap between when you do the missions, and the period of time that you are leveling.
It would have been nicer if they had put it together 2,3,4,5… and then you go out and explore till you hit the stage where the next adventures take place… then you can go 11,12,13,14,15? and then out into the world to explore again. That way, events that are suppose to be closely related and timed do end up feeling closely related and timed, and that the story flow of the game actually appears properly paced.
Instead what we got know is a game that’s story line feels like it constantly is on a pause button, and the time pressures of the story that is being presented to us don’t actually matter. This is horrible from a lot of perspectives. I’d much rather wait for blocks of content than being fed what should be timely content in the current fashion.
It might play out differently in different story lines, but with the sense of time seeming to be important to everyone’s personal story, I would have thought actual… you know, attention to how the timing played out would have been thought out a little better, that’s all.
It’s also not too late to change this, either. It’s a lot of work for someone through all the PS databases (Which means it’ll never be done), but tightening up the timing of missions could be worth it from an artistic point of view.