Iteration and Long Form Storytelling
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.
(edited by 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.
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.
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.
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.