Iteration and Long Form Storytelling

Iteration and Long Form Storytelling

in Lore

Posted by: Iason Evan.3806

Iason Evan.3806

Recently, posts about lore have come up. There are inconsistencies that can’t really be ignored as an invested participant. Link: https://forum-en.gw2archive.eu/forum/lore/lore/Interesting-things-in-Scarlet-s-Room/first

ArenaNet are proudly and admittedly an iterative company. I think it’s great for the most part, but one of the things that suffers is the long term lore. I think it’s time to question whether or not long term storytelling is viable when your company is as iterative as it is. Can you tell a cohesive story from beginning to end over multiple seasons with so much iteration? I don’t believe it is possible. We are already on our third method of delivery for story: Personal Story—>Temporary Content Season 1—-> Permanent Hybridized Personal/Living Story Season 2. The overall lore for GW2 has changed.

As customers I do not think it is fair to ask us to invest ourselves in a story and lore that can change whenever because the design of the game shifts. It’s a conflict that needs to be resolved.

Solution: I think the best way to resolve the issues between long term lore meaning something years from now is to have stories be self contained in a single season. Wrap a whole story up over the course of a single year so that:

1.) They actually get finished

2.) Continuity of long term lore isn’t affected

3.) Delivery of content doesn’t affect lore

4.) Stories have more impact by being condensed into a set time period.

Season 2 has started off really strong. It’s the most I have been into the lore of the game in a really long time. Everything from dialog to pacing to action has been really great. It’s time to realize though that you can’t have iteration and tell a long term story. It forces writers to retcon stuff.

Lore should be the keystone you build everything around. With iteration it is impossible to keep continuity.

Leader of The Guernsey Milking Coalition [MiLk] Sanctum of Rall

Iteration and Long Form Storytelling

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Posted by: JMadFour.9730

JMadFour.9730

so basically you want a world that never changes, ever.

with self-contained single-player side stories, that never have any effect on anything else in the game world.

I thought the point of the Living World was to be “Living” and for things that happen to show visible effects on the world, the characters within, and the Lore(i.e. when new details about something surfaces, it changes how the characters view it)

or am I misunderstanding?

my view on retconning is that it depends on the amount and severity of the retcon. constant retcons should never happen. Retcons should be few and far between. an occasional retcon is acceptable, so long as it does not change extremely major details. For example, if for some reason Anet decided that Snaff never really died, I’d rage about that. that is a major detail that affects pretty much EVERYTHING in Game’s Story, as it relates to Destiny’s Edge, which comprises the entire personal story, and the dungeon story arc.

a lot of folks around here equate changing a single, minor detail with completely throwing out every single solitary piece of lore that’s ever been written or spoken. I feel that is a very childish way to look at it, akin to a child raging after finding out that their Mother bought all those presents and not Santa Claus.

that’s my personal opinion, and I’m fine to be alone in it.

“Quaggan is about to foo up your day.” – Romperoo

(edited by JMadFour.9730)

Iteration and Long Form Storytelling

in Lore

Posted by: Iason Evan.3806

Iason Evan.3806

so basically you want a world that never changes, ever.

with self-contained single-player side stories, that never have any effect on anything else in the game world.

I thought the point of the Living World was to be “Living” and for things that happen to show visible effects on the world, the characters within, and the Lore(i.e. when new details about something surfaces, it changes how the characters view it)

or am I misunderstanding?

my view on retconning is that it depends on the amount and severity of the retcon. constant retcons should never happen. Retcons should be few and far between. an occasional retcon is acceptable, so long as it does not change extremely major details. For example, if for some reason Anet decided that Snaff never really died, I’d rage about that. that is a major detail that affects pretty much EVERYTHING in Game’s Story, as it relates to Destiny’s Edge, which comprises the entire personal story, and the dungeon story arc.

a lot of folks around here equate changing a single, minor detail with completely throwing out every single solitary piece of lore that’s ever been written or spoken. I feel that is a very childish way to look at it, akin to a child raging after finding out that their Mother bought all those presents and not Santa Claus.

that’s my personal opinion, and I’m fine to be alone in it.

You are misunderstanding. No worries. I am saying they shouldn’t tell a singular story over multiple seasons. I think a whole story from start to finish should be told in 1 season. That way, iteration can’t mess with a tale. The world can still change.

Leader of The Guernsey Milking Coalition [MiLk] Sanctum of Rall

Iteration and Long Form Storytelling

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Posted by: Leallax.1482

Leallax.1482

mmm I see your point, but I still feel having an over-arcing story that connects the whole world together is a bit more engaging, and encourages people to delve deeper into the lore. True, they may need some work on their continuity, but I like the fact that they draw in bits from previous seasons, GW1, and so on. It makes the stories a bit more…believable? Detail checking is a must, though, but even with the errors anet has been having, I think it’s a good system they have going.

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Posted by: CureForLiving.5360

CureForLiving.5360

I think OPs idea of iteration is different than the Agile means of iteration. Although in the case of a video game following an agile approach is difficult, you know lacking client feedback throughout development.