I figured it would be far more beneficial to have an intellectual discussion over the writing merits of how Guild Wars could improve it’s story elements instead of hashing out little responses in other threads – which usually leads to people rambling on about irrelevant and meaningless interpretations.
So to preface, please do keep an open mind. My points are in no way meant to suggest that the story of GW2 needs to be more violent etc. Usually when the base of this topic arises, it always goes in the direction of “well adults like children’s stories too” or “death doesn’t make a good story”. As much as those could be valid arguments, they are completely devoid of the actual problem.
The Value of Adult Concepts
In my opinion, adult stories by definition are meant to push people in directions that go beyond simple notions. We see these concepts take place, even in Disney movies, when a character we’ve become emotionally attached to dies (citing one of my favorites; The Lion King). It’s a powerful moment and thrusts our emotions into that deep realm where the heart of mature stories comes from.
However! The issue is not whether a story has an adult concept or not. The value comes from how you treat those concepts. This is precisely where mainstream PG-13-esque stories fail. There are some exceptions, of course, yet the overall majority are unable to grasp it.
The Treatment of Adult Concepts
In order to understand the difference between a minute concept and a meaningful one, you first have the realize that adult elements should be taken seriously. In other words, the impact should be at least equal to if not greater than the overall theme of the story.
Right off the bat you can see how a Disney story doesn’t quite fit. Sure it has adult concepts, yet they’re not given the amount of value required for a meaningful adult repertoire. Instead, these concepts are treated as gimmicks; a minor toy for emotional disparity only later retorting back to that happy, all smiles feel-good state. This isn’t a bad thing, mind you. Yet it simply degrades the power of the adult concepts.
A prime example is the latest of J.J. Abrams Star Trek series. Spoilers exempt, the end of that film had an incredible step towards a substantial adult element, yet it was destroyed moments later when we realize that all is good. As a result, the audience was treated like they’re bi-polar and the film ended. Ouch.
Impact That Matters
Building a sincere & mature story component means honing in on the emotions that cater to those aspects and keeping them throughout the entirety of the story, even when the events themselves have ended. You’ve implemented a great deal of adult concepts, yet none of it has been able to hold ground long enough to be relevant to most players interests. Dragons, wars, pillaging and death. All of it being shut down by dailies and shop items. Even the LS has people diverting their attention to if you care about the game or are simply dragging it like a dead horse.
Breaking free of that mold means showing the power of those concepts. In order to do this, you have to give all of those aspects a purposeful encounter that later develops and evolves into further complex conditions. These conditions become the driving force of character interaction and atmosphere.
An example of how to achieve this goal while still keeping to your T-rating; let’s take the events of Marjory and her sister, Belinda. I’m not going to draw out any lavish details, but a general concept should still make the point.
Let’s say that Belinda’s death was so traumatic, that Marjory begins to change. Her personality starts to shift towards anger and hate. She begins to push her friends aside and even starts to discourage her relationship with Kasmeer. Revenge becomes overwhelming, to the point of self-mutilation. Perhaps Marjory ends up making a brash decision during battle that results with her losing an arm.
Now being less effective in the fight, Marjory is beginning to lose traction. She starts to feel worthless and pushes herself further away from friends and family. This, of course, affects the characters around her. Kasmeer has tried everything to uplift Jory’s spirits, yet to no avail, she begins to feel deep guilt. Kasmeer’s heart takes a plunge and attempts to commit suicide, yet is saved by Braham. It’s then that the head-strong brute fumbles, helping Kasmeer yet sacrificing his own life. . .
This can go on forever, yet that’s the kind of value required. It’s a matter of keeping everything within the fabric of those powerful moments. One effective element should become a force that drives to further elements, rooting your story into something compelling and memorable.
(edited by Blackmoon.6837)