Scarlet’s portrayal is one of her biggest crowd-splitters, some love the chaotic nature of this psychopathic Sylvari while others utterly detest her joker like slapstick behavior but if there’s one thing I would advise A-net it is this, make a better bad guy.
The problem with Scarlet is what is she tied to? the answer? Nothing, she is not tied to anything, we don’t know what her motive is and because its been too vague to truly understand that is the problem, there’s no “surprise twist” at the end, you kinda get the impression what ever scarlet attacks next “wont” be surprising because its scarlet, shes mad, she attacks everything, we get it.
Its time to move on, this char’s attempt to be portrayed has failed and its the fault of poor implementation into the game, not giving us enough clear-cut logic as to her behavior, stop treating people like they don’t “read” the web-site or go to the forum, people do both you know.
Now, anger aside, I don’t actually “hate” scarlet, I find the problem is I get why A LOT of people don’t like her.
Instead of proposing what is wrong with Scarlet I will instead offer my own feedback on what might be a better way to implement future antagonists be they a humanoid or monstrous individual.
Lets start with Dragons:
The Dragons in Guild Wars 2 were meant to be the central focus and we have slipped increasingly far from the tree, we have nothing to tell about dragons now because we are busy cleaning up the mess of scarlet briar and her collaboration of comical bandits from different aspects of the world, but they are little better than bandits and are portrayed as generally simple cultures, they are boring, simply put, and have no interesting diversity what so ever.
The Dragons corruption was the main antagonist during the launch and the personal story, the focus was on how the dragons influential powers tore the very world asunder and altered entire vast chunks of land, and that by defeating one, we have eliminated an entire chunk of that threat in one swoop.
But the build up to that plot focused not on the bad guys but the people we knew. The Pact story is a fantastic example of where things went down hill, up until we joined the pact a lot of the personal story revolves around a choice around a decision you make; yet in the end some of those decisions get irrelevant because of plot development.
This is the problem, you should not give people choice then take it away in favor of a narrow path, choices should be less about decisions and consequences and more the method in which you actually go by making a situation. It would make the “Personality” traits that you try to attain more important such as the difference between a dignified approach vs a brutal approach to a situation.
This is why in my opinion the story focus should be in this format from now on:
Focus less on having lots of choices and focus more on having choices that matter, maybe one or two major plot choices in an entire arc of the story that have a radically different approach to the same end but ultimately meet the same general direction, that way you at least feel like the choice is yours on how you proceed.
E.g:
In one situation with the Pact you could have a decision between maybe, sending an entire Vigil Army to deal with a servant of Jormag, vs sending a small team of Priory investigators to research the beast and locate where its hideout is.
This would achieve the same result either way but have a different approach as to how, equally it feels less like you have to suffer for the decision and more that you made a decision to do something, regardless of the morals.