Issues with Living Story:
-Lack of Story
-Lack of access to story after event window
-Neglecting the wider world in favor of the living story
Lack of Story
The current living story is not compelling. There are number of reasons for this. First and foremost story content is being presented on the website and in novels rather than in the game. I play games to experience the story (this is not necessarily true of everyone). I would rather experience half an hour of in game interaction than spend five minutes reading text on a website . I don’t read story content presented on the website. If it isn’t in the game, it doesn’t exist for me. I don’t disagree with making story content available outside the game. I do have issues with story content being available outside the game which is NOT also inside the game.
I would argue that simply having the text in the game isn’t enough either. It has to be interactive in some way. This a game. If my character isn’t interacting with the world, the story is meaningless to me.
Other reasons the story isn’t compelling: it has little or nothing to do with the established lore in the game. There’s a well established threat to the world, yet we ignore it in favor of festivals. If the pact was formed to deal with the threat of a dragon, why can’t it handle a couple of terrorists? There are tons of interesting characters and races in the GW lore that could be drawn upon to make the world more interesting, yet these are being ignored in favor of a flat character and repetitive tactics. Not only is that uninteresting, it makes both the players and the NPCs seem incompetent.
Finally, the player’s character seems to play increasingly less of a role in the story as a whole. A player’s presence is superficial. Whether they are present or not seems to make no difference, both in terms of the overarching story and in terms of things as simple as how NPCs react to them. (Sometimes an NPC will recognize you when you weren’t present at past events or, vice versa, will not recognize you when you were present at past events).
Lack of access to story events after a set event window
This is another reason why the story feels flat or uninteresting. If you miss an event, you miss the ‘story’ related to it. If you miss the story, you have no way to catch up on it except to read sources outside the game. There’s no alternative instance for people who didn’t play this event or who missed that event. There’s no conversation with an NPC to catch you up on what you missed. The story is simply there, simply happening. Eventually, when you’ve missed enough events, it’s easier to just ignore the story. It’s my opinion that’s bad; you can’t build up to a twist or reveal if you’re losing people’s attention along the way.
Reasons for this: all the living story is presented in the form of temporary events. When those story events are yanked out of the game, the reasons for character’s actions and the history of current events is lost with them. New players and returning players have no frame of in-game reference.
The living story feels disjointed because one event’s plot does not necessarily relate to or flow into the next.
The speed of the living story is too rapid. Because you only have two weeks for most content, people pay more attention to the items, which will become unavailable after that two week window, than to the actual event or story taking place. Two weeks isn’t necessarily enough time for every player to complete all the story content they would like to, especially if they have a job or a family. And again, if you fall behind, there’s no way to catch up.
It would be nice to have a slower update pace; once a month is enough, especially if completing half of the current event will then unlock the second half of the event for each player (as with Halloween this year). I also see no reason why events can’t overlap, with a living story event being ‘sealed off’ only after a player has completed the story (as with the living story).