So, with the latest debacle on the Living Story front stirring up people’s jimmies, I think it’s appropriate time to sit down, start the fire, pull out the marshmallows, and talk about the quality of writing in Guild Wars 2.
Or the lack of thereof.
Note: I have to preface this by saying I’m not a writer. I’m not even a native speaker. I never made vidygames, not a developer. But I still have an opinion and by the Divine you’re going to read it. I mean, if that’s okay with you. Thanks anyway.
You see, a good story is like a good soup. Okay, so maybe it’s nothing like a good soup, what I’m trying to say is: it usually needs certain ingredients to make sure your customers don’t stomp out in vomitous anger. Like salt. Water. This kind of thing.
So, you see, the salt of almost every story is its characters. How they swim around in your garlic soup is what makes the reader care about your epic tale of magic and dragons and bad soup analogies.
Let’s start with the basics.
1. Characters
This isn’t actually such a hard task, and you have to admit Guild Wars 2 throws some interesting people at you here and there. Well, occasionally. That’s a good thing.
All you really need to do to make people care about your characters is to show them speaking their mind or interacting with something. You may not feel too attached to someone after that, but if they suddenly fall down screaming, you’ll just a tiny pinch of sympathy somewhere in the back of your head.
The rule here is simple: the more the better. The more you know about someone, the more invested you are. That’s it. This won’t get you quite as far as making good characters, but it will allow you to make decent ones, and thus a decent story.
Good: The commanders assigned to you in your personal story. You spend time with them. You see them do things. You talk. You might not like them, you may not care, but at least you might vaguely remember them.
Bad: Destiny’s Edge. We have no reason to care about a bunch of people we don’t know and their petty squabbles. Moving on.
Worst: Trahearne. Scarlet. Oh boy. This magnitude of screwtititude usually comes about due to writer’s egotism – by which I mean, when the writer fails to take into account just how a player might feel when suddenly all their attention is asked to revolve around a random unlikeable and undeveloped pebble that is suddenly elevated to status of a God. Deicide is an absolutely justified response in this situation.
2. The Soup
Which is the analogy for the grand setting of your story.
Guild Wars 2 looks amazingly pretty thanks to hard work of every artist, but contains almost nothing interesting in it. Moving on.
Actually, no, let’s not move on. Let’s talk about what makes something not just pretty, but interesting as well. The formula here can be summed in one word: “History.” Something that happened to a place, something that the place means, something that a place can do.
The procedure here is also dead simple, then. Show things happening. Tell us what happened. Tell us what can happen. The only obstacle is to not bore us to tears by exposition: it has to be put in just the right place.
Good: Ascalon’s ghost plains. Works amazingly well if you know and care about the backstory of this place, but even without it, you still immediately understand that something really bad has happened here. You might not care too much, but you do remember it.
Bad: Iron marches. The only purple place on the map that looked so cool in the concept art. Lots of monsters and even a dragon, yet nothing’s really going on.
Worst: Orr. The one thing you can do even worse than nothing, is to introduce a concept that sounds interesting and make it shockingly droll, void of all meaning, or even outright depressing. Nothing is more depressing than a bunch of respawning zombie mobs standing around a featureless desert doing nothing at all.
(edited by Draco.2806)