You call it teaser. I call it extremely boring and badly written. Teasers are supposed to grab peoples attention. Not have them running around like headless chickens, because you failed to make a compelling intro.
It helps if you could be more specific in your feedback. Do you mean:
- Badly written (full of grammatical errors, confusing dialog, characters talking “out of voice”)
- Badly designed (lack of logical flow, unclear directions, broken mechanics)
- Badly messaged (“I was expecting more because of how it was promoted”)
Let me do it for you.
Step 1: Place some new random crap houses.
Step 2: Burn down one of them.
Step 3: Start rumors about monsters.
Step 4: Burn more of them down.
Step 5: Have people fleeing, while telling horror stories.What you don’t do is show the enemy before the main event starts as that just completely kills the suspense
Step 1: We placed refugee structures, but new random houses would have been cool.
Step 2: That would have been neat if we had enough time to build an event around the teaser. We didn’t have the time or resources, so we put the refugee structures in.
Step 3: The characters you met in phase one alluded to attacks but did not specify the enemy.
Step 4: See step 2.
Step 5: We’ve done something similar to this, though the characters are scattered around Hoelbrak and the Black Citadel.
TL;DR version – You have some good ideas that, funny enough, we also thought of during the development cycle of the phase 1 and 2 teaser warmups. The reason we didn’t implement more substantial content for the teasers simply came down to a matter of time and resources. All of the members of the Living World team wanted to do more. They just didn’t have the time to build everything they wanted, which would have added to testing time, iteration time, rewriting, localizing, etc.