Good evening, everyone. Today I’d like to ponder the future of the personal storyline (in the proper subforum), particularly where it can be improved in relation to the past. Rather than focus on certain elements commonly repeated, vegetable or otherwise, it might be wise to consider the overall tale as it relates to our hero. First and foremost…
Bring It Home
One of the most significant narrative problems with the personal story is its disjointed nature. By breaking off each storyline every ten levels, the game couldn’t bring back many of the NPCs you met early on and use them to interact further with your character. There were a few exceptions, but they had usually forgotten about you by the time you got to that point in the story and did not recall anything prior. Not feeling the love. Likewise, the story had a particular problem in regards to focus, becoming less about you the longer you progressed.
To fix this, begin the next phase of the story right back where we started with the Journey Home. All this dragon fighting has doubtlessly changed the hero, and the best way to explore that growth is by taking them back to the beginning. Return the player character to their race and let them deal with the changing face of Tyria in the wake of an Elder Dragon’s defeat. Nobles and commoners of Kryta will return to the city, soldiers of the Black Citadel report back to their legion, academics of Rata Sum swagger in to their colleges in search of recognition.
In doing so, you can return the personal element of the personal story, writing dialogue from an individual’s perspective rather than the same lines for everyone. Likewise, it will allow the return of NPCs from the first few level brackets for further development. Finally, it will help further demonstrate the changing nature of both Tyria and the hero.
Similar steps can be taken in each future expansion, returning a player to their place of origin for a time. The initial choice may no longer be important (once you decide to be a Seraph/Shining Blade/Vanguard, it doesn’t matter if you were a street rat or noble), but the return to your people will help keep everything grounded and personal.
The one exception should be a system of callbacks. An ideal storyline system should have moments designed to act as references to what has come before. There may be a moment when the Racial Sympathy spells out who comes to your aid in a dire moment, and the consequences of orders given during the assault on Arah may have repurcussions. By planning these moments into the general storyline, the hero’s journey will seem far more cohesive.
Find Our Voice
Writing and voicing enormous amounts of dialogue is tough. We get that. Yet at the same time, it is simply unreasonable for a barbaric norn from the savage north to eventually end up talking like a chivalrous-yet-naive Sylvari or a sweet talking Asuran lady’s man. Likewise, it’s even worse when an engineer is told that a machine is too complicated for them to understand or a Sylvari who rescued someone thirty levels ago is told how they were valiantly saved by someone else.
We need a reasonable amount of selective voice acting.
During dialogue writing, I humbly suggest that Anet get used to adding bonus tags to just about everything. One special line just for necromancers conversing about death magic? Done. Special line if you’re norn and chatting about spirits of the wild? Jot it down. Need a reaction from the player, and not sure if it should be Charming, Ferocious, or Dignified? Do all three.
It will take more work, more effort, and more money. But at the end of the day, the Personal Story won’t be personal without it.
Awaiting Orders
The 10-level-gap method may have worked for the path to level 80, but it’s time for sidequests and diversions to have their day. We’ve joined orders, forged friends, established bonds of kinship, and now it’s time to capitalize on those endeavors. I suggest that future storytelling structure itself a little bit more like Eye of the North, allowing multiple tales to run in succession. That way, Anet can focus on writing a unique long form storyline for each Order, running alongside the home storyline focusing on friendly factions.
And while we’re at it, the tale can use the mentors to better effect. Do you wish to avenge Forgal and help his kinfolk seek vengeance? Do you want to learn how Tybalt escaped his untimely demise and what kept him from returning to the Order? Do you want to assist Sieran in coping with the fact that she is now a ghost haunting the living, a state which she is enjoying with far too much cheerfulness? The continuation of the Order storyline allows far more development between the player character and the friends they have forged.