Greetings users of the Guild Wars 2 Lore sub-forum.
You are about to read my discourse on darkness and fear in the world of Tyria.
I would like to provide you with a disclaimer in advance:
- It will consist of arguments and commentary and is in its entirety subjective.
- Spoilers will be given yet I will attempt to use the following mouse-over formatting to prevent these as much as possible:
Spoiler regarding the story of ... :the contents of the spoiler - I will use Guild Wars (1) as a comparative example often due to it sharing the same universe.
An Introduction:
The “RPG” in “MMORPG”
Guild Wars 2 is a game with a great emphasis on the story of Tyria and storytelling isn’t easy. We are given the Personal Story, Living World and active-events with cinematics, in-game dialogues, written-dialogues, in-game texts, flavour texts and much, much more.
Still the story is somewhat lacking in my personal opinion.
We have seen character development, we have seen plots being revealed and there are many theories and loose threads to continue to spark our interest.
Yet at times I feel like the story misses a certain “impact”, it doesn’t always grab you by the collar and drag you into the Tyrian universe for some much needed immersion.
I have read multiple arguments for this being caused by:
- A flowing storyline which keeps you on the edge of your seat, craving for new information.
- In-game encounters that feel insignificant. Meaning both NPC- and story-encounters feel fleeting and/or are easily missed.
Illustration:
Guild Wars (1) for example was heavily story-gated. If you desired to attain the “elite” armours you’d have to pass through a selection of quests and missions in order to be allowed entrance to the area in which you could obtain the armours. This would force you to experience the story and although it sounds negative it sparked the lore-interests of many players. Guild Wars 2 compartively has a very open-world experience. A lot goes on for many players and you may even choose to not partake in the Personal Story at all. In-fact this is what many players end up doing because of multiple reasons:
1. The Personal Story has lacking rewards (both experience-wise and currency/equipment-wise)
2. Players aren’t story-gated and because of this do not have to complete a certain requirement to gain anything major.
3. NPC’s you meet often end up as unimportant.
4. Players are simply not interested in the story.
Reason “1” is mostly called upon because players start a story, get into the story and desire to continue but can’t. The story-missions follow one another in rapid succession and spark the desire of a continuation, yet the experience gained simply doesn’t allow for this. Players are expected to complete various tasks outside of the Personal Story which would end up granting them the required experience for the next selection of Personal Story missions.
Yet when players meet that temporary story-content block, created by their lack of experience, they aren’t forced to continue their story. (Reason “2”)
Players begin to complete events and tasks, they start gathering materials and ask veteran players for advice on how to “level quickly”. This advice is often along the lines of: Complete your daily or play in PvP for Tomes of Knowledge, join a train in the Edge of the Mists, etc.
While this on its own is no problem, it does not support the storytelling aspect of the game. Players get distracted by this new content, get themselves stuck in the “efficiency-threadmill” and lose interest in the story.
The last two reasons (“3” & “4”) are very important.
Reason “3.” “NPC’s you meet often end up as unimportant.”
…Is a major issue.
At the beginning of your Journey you are introducted to old friends of yours be it Quinn, Petra and Andrew or Lord Faren. (Street Rat, Commoner and Noble respectively.) You are introduced as if being very close to these people yet after your Personal Story exceeds a certain level you won’t meet most of them ever again. Later on you’re introduced to more NPC’s all whom you end up acquanted with yet who disappear from your heroic life with the same ease as they were introduced with. The reason either being death or them going on with their own lives and careers.
You don’t end up strengthening a lot of bonds with long-lasting characters in your character’s story.
Reason “4.” “Players are simply not interested in the story.”
Will be the main topic of my discourse.
And as such I’ll end this introduction and grant you my position for this discourse:
I believe the story of Guild Wars 2 can be improved upon by using “darkness” and “fear” as means of creating depth and immersion.
a small, casual Guild with a play as you want style.
(edited by Nero.8047)