It is my personal belief that if Guild Wars 2 continues to release Living Story content akittens current pace, and with its current issues, it will ultimately result in the failure of the game.
I am willing to expand on any of these if people are interested.
Here is why:
1. Achievements vs. Time
Having multiple achievements, attached to rewards, available for a limited time, is a recipe for disaster.
It encourages players to resort to selfish behavior (stealing, AFK, griefing), and find ways to circumvent the intended mechanics (camping, guesting).
It discourages players who enjoy achievements, yet don’t have the time to dedicate to repetitive, or skill based tasks that require time.
2. Story vs. Time
Due to the quick pace at which the Living Story is progressing, players run the risk of missing huge chunks of content.
Players who continuously find themselves unable to dedicate the required time to keep up with the story, will more than likely lose the desire to continue playing.
Story that is tied to content inaccessible to all levels is discouraging for all players. Simply being “leveled up” is not an appropriate or realistic solution.
3. Time vs. Reward
Players need to feel that the time and money they’re spending in game, is providing them with a fair, and reasonable rewards. If a task takes too much time, or requires too much money to complete, players will become discouraged (100,000 candies, RNG).
If the rewards for completing a task are not flexible, players may find little incentive to continue playing.
4. Social vs. Solo
Forcing players to participate with, or without the option to partner up (Effigy Lighting, Molten Facility), leaves many feeling frustrated.
Achievements/tasks that encourage competition, or don’t require anyone else to complete can lead many players to feel unwanted pressure, and/or loneliness.
5. Fun vs. Time
Killing ten rats is not fun. Nor is lighting 50 effigies, hitting 250 things, gathering 100,000 items, or any other form of grind. When players are given a limited window to complete tasks, it can be frustrating if the tasks require large amounts of time.
I could probably go on, but for me, I have finally hit a point where the Living Story has demanded so much of me in such a short time, that my frustration level has peaked. What was once a fun experience has become a desperate attempt to keep up.
As I mentioned in another post, this current story arch will more than likely be the first time I don’t complete the achievements or story. This realization has actually tweaked something in my brain, which has caused me to question whether I even care.
Video games are supposed to be fun. They aren’t supposed to be chores that we become addicted to, and enduce feelings of disappointment and guilt when they can’t be played.
The Living Story, while a good idea is trying to be everything to everyone, and as a result being frustrating to almost everyone. If anyone is interested, I’ll outline my ideas for how to salvage this game. I fear that if something isn’t done soon, the frustration levels will force most players to abandon the Living Story, and/or the game.