(edited by Jordo.5913)
Awful storytelling and scheduling
You just can not wait to find out what will happen next
Seems like the story telling did exactly what it is supposed to do. It keeps you wondering what will happen next, glad to see you are looking forward to the January release to answer all of those cliffhanger questions.
And yet you keep tuning in for the next episode, suggesting that the storytelling and scheduling is not awful, but rather well designed.
And yet you keep tuning in for the next episode, suggesting that the storytelling and scheduling is not awful, but rather well designed.
Taking extensive breaks from the game because of time gaps between episodes is not exactly “well designed” – it just means people want to find out what happens next. An expansion with all of this content would’ve been much better.
Seems like the story telling did exactly what it is supposed to do. It keeps you wondering what will happen next, glad to see you are looking forward to the January release to answer all of those cliffhanger questions.
actually i’m not looking forward to it
you cant have a cliffhanger try to be answered with a side story flashback and then have that end with a cliffhanger too and then hit ur audience with a 6 week break
usually before breaks in a TV show, there are big reveals before a break
if this game keeps going the whole “cliffhangers to answer cliffhangers” route, its gonna end up like the TV show Lost where the audience just got fatigued with never getting answers and always being frustrated at the end of an episode and ultimately just left
more than likely with the next season after this I’m just gonna take a large break(if anet can do it, why not me), im gonna log in for 2 seconds on every episode release and then im gonna spam run it once they are all out so i can avoid this kitten
(edited by Jordo.5913)
My daily Guild Wars 2 experience for the next month:
Log in, craft 1 Meaty Plant Food, log out.
More time spent loading LA than in the game.
And yet you keep tuning in for the next episode, suggesting that the storytelling and scheduling is not awful, but rather well designed.
I only come back for the achievements and gear. The story itself could just die in a corner for all that matters. If I wanted a story I would watch a movie or read a book. I play a game for playable content to entertain me.
The good part about a bad story is, that most people don’t care.
If people don’t care, scheduling is no longer of any importance.
You have to adapt to ANet’s mindset. In their company philosophy, they just created a perfect win/win situation!
The Leveling & Open World Compendium
Taking extensive breaks from the game because of time gaps between episodes is not exactly “well designed” – it just means people want to find out what happens next. An expansion with all of this content would’ve been much better.
The expansion model on story telling isn’t much different, just on a larger scale. You finish the entire expansion storyline somewhere between 2 weeks to a month or so. Then we get to sit on our thumbs for another 2 to 4 months wondering, “What’s going to happen next since this is done?”.
(edited by Erukk.1408)
And yet you keep tuning in for the next episode, suggesting that the storytelling and scheduling is not awful, but rather well designed.
I only come back for the achievements and gear. The story itself could just die in a corner for all that matters. If I wanted a story I would watch a movie or read a book. I play a game for playable content to entertain me.
For some reason i always feel offended when someone says something like ‘’the story could just die in a corner, i wouldnt care’’ (My best friend skipped all cutscenes and dialogue in S2 so far and i was just kittened at him for doing that)… Personally to me, the story is one of the most important aspects of a game, EXACTLY like in a movie or a book… i basically compare a video game to both of those… Without a story, the content itself is dull and pointless.
And yet you keep tuning in for the next episode, suggesting that the storytelling and scheduling is not awful, but rather well designed.
I only come back for the achievements and gear. The story itself could just die in a corner for all that matters. If I wanted a story I would watch a movie or read a book. I play a game for playable content to entertain me.
For some reason i always feel offended when someone says something like ‘’the story could just die in a corner, i wouldnt care’’ (My best friend skipped all cutscenes and dialogue in S2 so far and i was just kittened at him for doing that)… Personally to me, the story is one of the most important aspects of a game, EXACTLY like in a movie or a book… i basically compare a video game to both of those… Without a story, the content itself is dull and pointless.
Fair enough. Let’s comprimise then. The LS should have a meaningful story but also deliver actual content that’s let’s say actualy dynamic. That way we get content we could play and also have the option of personalizing the LS story. And with that I mean not like the personal story where you get to choose some options and do exactly the same thing only in another area, but more in the way of like being able to choose which partner of DE(2) you wanna bring with you, being able to do combination skills or something with them that can’t be found outside the LS. Or even a mini-dungeon that changes depending on who you brought with you and the other choices you made during the LS. Personalized instances would be awesome, but if it’s implementable by Anet at this point of the game is doubtable, but we can still dream though.