Storyline Quest. The point?
I’m going into a bit of an analytical discussion here, because I think this topic has come up a few times and I’ve always wanted to weigh in but never have.
If you’ve been spoiled by Bioware-esque writing, I think you can have a bit of trouble getting emotionally invested in GW2’s story. Those games make you spend a lot of time with certain characters and let you see multiple sides of them. GW2 usually keeps a character around for only a single arc (of which there are three: your racial arc, your order arc, and the Orr arc), and in many cases much less. I did feel something of a connection to your mentor in the orders arc and I do think Tybalt and Sieran are examples of well-done characters in amidst a sea of relatively forgettable ones, but still.
The thing is, GW2 has a really big problem that I think they tackled reasonably admirably: having enough characters so that the story feels “big”, whilst simultaneously keeping the cast restricted enough that there are recurring characters you’re supposed to build some sort of rapport with. When you have a ton of characters, developing them (giving them all equal ‘screen time’) is really hard.
If you wanted to know who your cast is (everyone has a different one based on the choices they made), wander around Fort Trinity after completing “Victory or Death” (after the cleansing Orr mission is good too). Those are your “main characters” so to speak. Trahearne, your mentors and the Destiny’s edge member related to your race are supposed to be the characters you get attached to, but I felt like it fell through a bit as well.
Thing is, what’s there is good: it just needed more. More missions in every arc. Double the amount to even approach Bioware-esque, coupled with a stronger writing staff, but it won’t happen because it’s not really the selling point of the game, it’s ancillary to it, and it would take a whole lot of work that I don’t think would be that appreciated. In that way, it’s a bit of the inverse of Guild Wars 1.
I’m reserving my judgement for the big January (Feb?) update, however, because I want to see how that effects the story and if there are any additions. God so help me if they forget everyone they introduced in this story and don’t bring any of them back, though… There were a lot of characters I want to see again, but I fear that we won’t get to see ‘em even though they technically work for the pact. Or worse: tons of them get killed off to make room for new characters, because GW2 writing staff seems to think that kill a character = it’s sad because death is a recipe for good emotive writing. It isn’t. In every instance other than the mentor’s death, it fell pretty flat.
TL;DR: It was meant to be enjoyed as a story. It just needed more content and more polish. Mind you, I though the exp from the missions made it worthwhile as well as the black lion keys early on.
It sounds like part of the issue is a comparison between GW2 and ME2/ME3, which is comparing an MMORPG to an RPG.
The story in GW2 to me anyway always just seemed like adding a single-player story to a game like Battlefield, where the point of the game was always online multiplayer, not Call of Duty-esque stories. It’s nice to have and better than nothing, but can’t really be viewed as anything more than some bread at the dinner table. It’s not the entre.
I have to agree here, the personal story is definitely not the entre (but then one might argue what is?). I see GW2 with a ton of features, and the designers tried really hard in effectively making a decent all-around game, but doesn’t excel in any particular field, and certainly not the story.