Hi Chris,
First of, let me start by saying I appreciate the chance to speak directly with you guys and share our thoughts and ideas.
While I agree completely that continuing to grow and expand the world of GW2, I honestly feel that the Living Story (or at least its current method of implementation) is not the best way to go about doing it. My dissatisfaction with the current Living Story can best be summed up in three factors:
1. Temporary content. I’m a completionist by nature. I like being able to do everything in a game, given enough time. However, since the Living Story mostly operates off a two week schedule, that only gives me (and many other players, judging by discussions on this forum) a limited window of opportunity to experience the content. Many of us have full-time jobs, families and other responsibilities that mean we can’t devote hours every day playing GW2 (as much as we’d like to!), so we’d greatly appreciate having that pressure of a ticking clock taken off our shoulders.
I know that you guys have made major strides in dealing with this, as shown with the new setup for Tequatl Rising and Twilight Assault. It is a big step in the right direction, and I commend you all for it.
However, there still remain many great and exciting events in GW2’s history that are now permanently out of reach. The raid on the Molten Alliance facility. Defeating Mai Trin and her Aetherblades. And even the smaller lead-up events like helping Braham retake Cragstead, or kicking Scarlet out of the Pavilion.
Could it not be possible to include these events as permanent content, accessed via instances or a “flashback NPC”? For example, we were able to replay the said assault on Cragstead just by revisiting the instance and talking to a NPC, so you guys already have the architecture to do this. It should be a fairly simple matter to allow players to redo the Living Story, same as how the Personal Story co-exists alongside the open world. New players can thus always have the opportunity to experience what older players did, broadening the content and adventures that GW2 has to offer, as well as being able to obtain rewards that they can only now look at in envy.
The GW2 world might move on, but the GW2 content needn’t have to disappear at the same time.
2. “Rushed” Pace. When the two-week release schedule was announced, I and many other players worried about what this could mean for the Living Story. In particular, we were concerned that this would lead to burnout, both among players who “can’t keep up” and for you guys, having to churn out content at such a blistering pace. (I work in software development too, so I know what work is involved in getting stuff created, tested and out the door.) In time, quality often begins to suffer, resulting in smaller, less polished releases.
Sadly, I have to say that this seems to be coming true. While the Living Story releases aren’t bad by any stretch, they feel… unsatisfying. Halloween 2013 in particular seemed to bring this point home. While learning more about Prince Edrick and Mad King Thorn’s history (great work on the dialogue and voiceovers, by the way!) was interesting, it felt like it was over far too soon. In contrast, Halloween 2012 had us going on a scavenger hunt to learn more about Mad King Thorn, followed by the introduction of his Labyrinth, the minigames, and taking the fight to Thorn himself in Ascent to Madness. Then everything wrapped up in Lion’s Arch with classic games of Mad King Says, a fitting conclusion to the end of Halloween.
I honestly feel that moving back to a monthly or bimonthly release schedule would give you guys more time to put together more substantial releases, on the scale of the first Halloween release. It also gives players more time to build up anticipation; part of the appeal of festive events like Halloween and Wintersday is BECAUSE they’re big and rare. Having “new releases” thrown at us every 2 weeks soon starts to get dull, because we haven’t had time to build up that sense of excitement. It’s a bit like riding a rollercoaster, or watching a horror movie. You can’t keep your audience on the edge of their seats all the time; you need to give them periods where they can calm down and relax, to return to a sense of normalcy.