Although I haven’t been getting along with monthly content updates, I greatly appreciate ArenaNet’s efforts. It’s truly amazing that an MMO that doesn’t have a subscription fee offers new content every month for free. It’s not always a cornucopia of new goodies, but each month I see the forums cooperatively anticipating the next big patch. Sure, fights break out shortly after the patch goes live, but at least there is a moment of serenity before the storm.
Speaking of storms, I also liked the idea behind Flame & Frost: The Gathering Storm, particularly that it is a months-long story and promises gradually escalating dynamic events. It’s almost like a monthly TV series. Earlier this year, I thought that if content itself wouldn’t hold my interest, then at least the ongoing story would keep me interested. Although I probably spent more hours playing competitive games – UT99-III, Quake 2 and 3, Bad Company 2, Battlefield 3, CS 1.4-GO, L4D, TF2 et al – I love the adventure genre because of stories told. Good ones, bad ones, I’ve played them all. The death of that genre sort of gives away the fact stories became of lesser importance. That is why I was excited to see how the Living Story would unfold.
The problem is, it doesn’t. The Living Story is yet to have a story and yes, I am well aware that both January and February updates weren’t supposed to substantially progress the story. The issue here is that it doesn’t even tease us with what’s ahead. ArenaNet did a better job of teasing plot lines with the post-Halloween update when they hinted at Lost Shores. What are these creatures sighted in the waters? Why are there beached whales? What are these new ships? To whom do they belong? Post-Halloween update introduced hooks. Flame & Frost feels like a hurriedly scribbled draft – “refugees flee from threat, some don’t make it, collect mementos, fix signs, also earth opens up, svp fwd to Colin”.
January began with a subtle introduction of a threat. Refugees began to stream into the Black Citadel and Hoelbrak. The biggest and frankly inexcusable flaw in writing is that we never get to directly ask the refugees themselves what the threat is. How did their homes collapse? Where are their homes? Guild Wars 2 boasts that there are no ‘off-screen’ locations or actions, yet we never see the actual destruction this unnamed threat unleashed. We’ve seen a few geyser-related dynamic events, but unless they opened up directly below someone’s house, how would they pose a threat? Instead of chasing story crumbs, we chase broken signs and dead refugees. One would think our priority would be looking for survivors.
Then February’s update came along, and the story continues to stomp in one place. With no build-up, there is suddenly a norn-themed structure by the road to Diessa Plateau, and everyone’s contently ignoring its spontaneous existence. Refugees continue to grow in numbers, but you still can’t ask them what’s going on. Dynamic events now include the Flame Legion and the dredge, so at least we know now what the threat is, even if that should have been defined last month. Just like with the geysers earlier, however, we’re once again given a stage with no hooks alluding to the future. Yes, the dredge and the Flame Legion are working together. Is it hinted why? Is it hinted how? No, it’s not. Once again, storytelling in February’s update is a draft, a collection of Powerpoint slides instead of a seamless web of intrigue.
After two updates, there is still no story. If you combine the two updates, you get a semblance of it – the dredge and the Flame legion are destroying homes, creating a stream of refugees. But the writer fails to note what makes this threat different than the other hundreds of dynamic events? What prevents heroes from culling the threat locally and then helping the locals rebuild? There must be something that’s scarring the inhabited land, something that truly gives players a sense of, “This is a threat that’s currently bigger than us”. That is intelligent story-telling. Gating the story in a way that has slayers of Zhaitan loot refugee carcasses is not good design by any measure.
I’m aware I am not opening much room for discussion given the nature of the critique, but I am hoping that ArenaNet will see this thread and pass the feedback on to relevant people. They claim they want to create a Living Story, but it’s been two months already and the story remains static, unimaginative and sorely lacking. Saying it’s teaser content is a safe cushion to fall back on, but it isn’t true. There is no active teasing involved. There is no coherence in storytelling so far. Teasing is presenting minor content that’s closely inter-connected and suggestive, while making sense within the context via which the content is presented.