(edited by DesertEagle PWN.1509)
An Evaluation of the Guild Wars 2 Story
Well, I guess this is my first and only BUMP as I guess no one saw it the first time, or no one cared. Sharing is caring, I spent about 2 hrs on this.
I read this when you first posted it, but it seemed particularly directed at ANet (who I imagine are well aware of their failings in this regard) and also seemed to reinforce the consensus on what people thought about the story, there didn’t seem to be anything to add or refute. I imagine there’s some devs who wholeheartedly agree in retrospect and plan not to make the same mistakes in the future.
“Starting with a profession, while core to the established game-play, is inexplicable in the sense of the game universe”
I’m not sure what you mean here. The professions/roles themselves are reasonably well-established in the game. It would admittedly be nice to see NPCs training/drilling some of the more “exotic” skills (rather than just stabbing dummies and shooting at archery butts), but you’ll often see NPC rangers hanging out with their pets, NPC engineers alongside defensive emplacements, and IIRC there’s a quest chain in Kessex Hills involving an NPC necromancer. I certainly wouldn’t object to more content, though – it would be neat if you had to make a pilgrimage to the “Grand College of Elementalists” (and incidentally learn a bit more about the profession) in order to fully unlock your traits.
The separation of the professions is partially explained by backstory fluff: http://wiki.guildwars2.com/wiki/Bloodstone. You can’t be an Elemesmerist because the Gods say so. You can’t be an Engimancer because that’s just silly :p
Perhaps you mean “why does the story begin with me as a combat-capable [x] rather than an apprentice [x]?” Meh, it’s a combat-focused game. Many players would be annoyed by clicking through thirty minutes’ worth of fetch-quests and exposition before they get to pick up a weapon.
“If the idea is to restrict abilities, let classes who aren’t supposed to use a weapon have a default ability that sucks.”
Why bother? The only real use that I can see for such setups (e.g. a Warrior double-wielding Foci and ineffectually bashing people with them) is to humiliate opponents in PvP (“I’m so awesome that I can defeat you with off-class weapons!”). I’d rather see the developers spend time on content that will be widely used/enjoyed by the playerbase.
Your proposed system could also confuse/annoy new players. They might create an Elementalist, unlock all of the Staff skills, get bored, switch to a Rifle, and then file a bug report because “my rifle doesn’t do any damage and I can’t unlock any of the good skills”.
I agree with your general point about inconsistency (w/r/t the player character’s instant proficiency with any environment weapon) but in this case I’m happy to sacrifice consistency for the sake of variety. After all, many of the envWeapon and transformation minigames are fun!