So I just completed the Personal Story after the Gates of Arah were finally working again and wanted to give my opinion on what was lacking, as the PS is one of the “big things” of GW2.
I played a Sylvari Ranger and joined the Priory.
Obviously, some of the things I suggest would require significant rework of the PS, so my feedback is rather something for future expansions or games.
WARNING: PERSONAL OPINION, SPOILERS AND WALL OF TEXT AHEAD. You have been warned.
There is a TL;DR at the end.
Completely isolated story parts – the racial, Guild and Pact story lines feel like they are completely separated and don’t have anything to do with each other, even if the previous storyline didn’t really conclude. My Sylvari just found out there is another Pale Tree, and the plot is completely dropped when I join the Priory, so I expected it to pick up again after some time – but it seemed to me that as soon as you reach the Guild part, the Race you chose doesn’t matter at all anymore.
The same with the Pact part – as soon as you reach the Orr plot, your Guild choice becomes irrelevant, you are suddenly commander of every guild. This not only feels off, it also drastically diminishes replayability – if the racial story ends at 30, there is little reason for me to continue the PS unless I chose another of the 3 guilds, and when reaching Orr I might as well stop playing the PS all together, as I’ve already seen/did everything of it.
I’m not asking for vastly different plots depending on choices, but the story lines could have been mixed up more without branching any of them – let the main Orr plot go on hold every once in a while for a Race and Guild specific intermezzo quest all the way to 80. For example, send my Sylvari back to the “other” tree to recruit them to the war effort (after some small subplot) and just place some NPCs of them in the ending battles, or send me to a Priory-exclusive special mission once in a while, just to keep those fundamental choices relevant.
Lack of interesting characters. The GW2 storyline is (imho) not very original – good heroes kill bad dragon, BTDT. But then again, neither was Mass Effects, for that example. But Mass Effect had interesting subplots and characters that drove the game, and Guild Wars 2 lacks the former and has nothing to offer on the latter. The only characters that actually stay for more than one or two quests are killed off – in a rather bland way – and then the Story expects me to have an emotional investment in them.
Take the Priory Mentor for example – the only thing I remember her for is flying around laughing while I climbed stairs, and then she wants to single-handedly hold back an army? Her sacrifice was so bland and generic that I lost the little bit of interest I had in her character, and had to think hard who the hell the Eye of Zhaitan meant when he dropped her name. Again, the writers thought I had any attachment to this character who was killed off a long time ago before we even got to know her? Same with the asura demolitionist, same with the charr pilot. Are there any other side characters besides Destinys Edge and Trahearne?
Characters like Garrus, Thane and Tali from the ME series didn’t have that much screentime either, but they were around (long enough to be relevant) and you could talk to them. Let us have some companions from our Race choice and our Guild, give them a story to tell, send them with us on missions instead of generic faceless punching bags “Vigil Crusader”, “Order of Whispers Agent” etc. , let them drop some hilarious one-liners that other characters respond to – nothing sophisticated or expensive, but enough to make us care for them. For a game that strives to revolutionize the MMO part of the genre, the writers did little to keep up with the standards Bioware set for the RPG part.
You can go even further and let us send them on the alternative missions in our stead. Right now, all the binary mission choices feel like “attack/defend generic fantasy location #1 or go to generic kinda important fantasy place #2 to get generic ancient artifact #3 or perform generic fantasy ritual #4” and the other part will be miraculously done by someone else you don’t know or care about. But if we had to send one of our companions on the other mission, worrying about their survival and get a funny comment when they return, the entire branching quests mechanic becomes a lot more interesting. Make them part of the last stand, and if you really want to add drama – kill off a (randomly chosen?) character at or near the end, when we care, in a non-cheesy way. Look at how Mass Effect 2 did it at the end, I was grieving for poor Mordin (before I loaded a save) more than I would if every single GW2 character died.
(I heard that they tried to do something like that with the Charr warband, but are those actually companions through the Guild and Orr parts?)