The main beef I have with Living Story is how it is all just sprung on us, without any real rhyme or reason. Oh, a giant tower came out of nowhere and we must go inside! The Krait and Nightmare court are best buddies now, why? I know that there are other griping about the same things, along with a host of other problems about how the story isn’t told properly, how characters aren’t well-developed, etc. On the other hand, Anet is trying to find ways to get people to be more engaged in the Living World content, (and in the PVP/WVW content) as this is crucial to their business model.
Well, I propose that, to help achieve these lofty goals, one way is to change the way Living Story content is generated. Right now, ANet is actively trying to write Living Story in the same way a Television story unfolds. This kinda works, and has worked well especially in solo RPG games like the best JRPGs of old. However, GW2 is an MMO, and has a completely different format, but most importantly has tools and advantages that no single player game has, most notably: a huge player base connected constantly while playing the game. Why not milk it for what it’s worth?
I propose: Let the actions of players inside the game directly influence where Living World story is going to go."
What does that mean? Well there is this wildly successful card game known as The Legend of the Five Rings. In this game, players take the role of the head of one of several clans trying to dominate the world. The fun part is, depending on what people have been putting in their decks and how they have been winning (or losing) in sanctioned tournaments, the next card expansion and the story that comes with it changes drastically.
For example, early on during one of the World Tournaments, a Lion Clan player won. In the succeeding lore and history, a warlord from the Lion Clan rose to become emperor and this was a central point of the game’s story for many years. But what about those now playing and winning world tournaments? One of the clans, the Scorpion Clan, lost (and badly) and became a fallen clan, their stronghold demolished and consigned to oblivion, its leaders becoming exiles struggling to survive. One clan, the Crab Clan, had a popular deck build that made use of demons and evil corrupt cards. In the next expansion, they became an evil corrupted clan, lost honor, and had corruption and demons built into their clan — all because so many players in sanctioned tournaments around the world were putting demons in their decks.
Why can’t we apply something like this to Gulid Wars 2? The above game managed to create a true, living breathing world with nothing but cardboard. We now have advanced computers with unlimited connectivity between players and the game creators, surely we can implement a similar system. I know the upcoming End of Scarlet story arc is already well planned out for the next several months, but why not apply some of the principles here to upcoming Living World content?
For example:
- Have several optional achievements. Depending on how many times these achievements are made, they will determine how an element later on occurs. As a quick example, look at the Aetherblades Boss Fractal. If you kill Horrick, an achievement flag is set. Now if say 1,000,000 players make this achievement, in the story lore next update Horrick will canonically be dead. You could even play with this in other ways, like for Scarlet, there may be an achievement to “spare Scarlet” or something. Done enough times by enough players, maybe in the end Scarlet doesn’t die but finds redemption.
- Create a choice during the Living World story that a player must make — similar to the choices we saw in Personal Story. The choice must be between two opposite things or results and must be clear to the player. Depending on how many players made a choice for A or B, this data would influence how you shape the next Living World story. Taking the Scarlet example earlier, if more players choose to kill than to spare or redeem her, that’s what we would see in the next Living World update.
- Tie up Living World and WvW even further. Living World achievements were introduced to WvW last season (and it had a big impact, though not necessarily good in many people’s eyes). Why not take the next step? You could have a certain NPC “Sponsor” a server or team. For instance, Scarlet sponsors the Red Team. At the start of each Reset Night, she lays out several objectives to achieve “Kill 1,000,000 players total from Marjory’s Blue Team!” or “Raze Stonemist to the ground 500 times for me this week!” or “Capture 5,000 supply camps for me to fund my campaign!” And if the players on the server are able to achieve these, this would translate to the next Living World content.