Thanks for the feedback, folks. I appreciate your comments and will say that consistent, complex, nuanced characters and storytelling are absolutely my goal as well. I’m soaking up all the existing story that I can, via gameplay, wikis, our novels, and lots and lots of conversations with my coworkers who have great insights (and opinions) on our expansive lore. I really love the game and am excited to be a part of it moving forward. Keep the comments coming!
Leah
(now with fancy, red ANet banner)
Great to have you on board!
My issues with the main storylines (Personal Story and Living Story) can be boiled down to lack o’ acknowledgement and loss without replacement.
Loss without Replacement: Others have talked a bit about how the LS feels like constant destruction without reconstruction. I can go along with destruction, but only so much, and then it feels like the writers are messing with me and just taking fun parts of the game away. This also causes problems with suspension of disbelief, because no actual living people are going to stay in the same state for a year. They would rebuild, move, etc.
Nothing has really replaced Lion’s Arch as a city that feels intriguing, surprising and alive. Kessex Hills’ story is all confused now – the human story and the Living Story both run through there, and they don’t get told well. The Sylvari racial story is also heavily impacted, although I haven’t finished LS2 so I’m withholding judgement on that.
I would love it if we could do in Dry Top what we were told would happen in Orr – cleanse the land of the dragon’s poison. That would be awesome, and a refreshing change from battling bitterly to preserve the status quo and failing even at that.
Lack o’ Acknowledgement: Both the Personal Story and the Living Story suffer from this. Players want to see that their choices matter. Without that, it feels like the stories we play through are fake, or wastes of time. This is totally separate from whether a zone is impacted or not. My experience of Tyria’s story is basically the same see-monster, slay-monster regardless of the zone art.
A game that does this better is Elder Scrolls Morrowind. In Morrowind, you start the game as nobody. As you gain power, merchants start remembering your name. Your guild members notice your achievements (sometimes only to insult you, but still). Political and religious rivals threaten you. This is all 99% text changes, but it makes the world feel alive, because it reacts to your choices.
That’s hard to do in an open world MMO, sure. But in Living Story instances, where the game knows who is there, it’s jarring to be treated like a random shmuck. The LS plots are written as a complete do over, which negates most of the work we put into the Personal Story. Why don’t people get excited about one of the heroes of Orr coming to help them? In LS1, a remark in the molten dungeon instance if the party leader had certain story achievements, for example, might have made things feel more continuous.
Both of my big issues boil down to continuity – Tyria’s stories don’t feel connected to each other or to my actions in the game. So far, the Living Story has been about losing fun experiences for a plot that ignores my choices.
I don’t want to get invested in people and places if their inevitable fate is to be disintegrated all over the landscape. I do want to see Tyria living and growing and dealing with previous changes. Dialogues in instances, letters from people I’ve met and organic changes to address the effects of previous story updates might help to tie the stories together.
TL;DR Stories that are all destruction, doom and failing to preserve peace get old. Time for a change. That change should include ways for players to see that their previous choices were important by having the player experience acknowledge those choices and not just by changing the zone art.
EDIT: Changed “lack of” to “lack o’” to avoid kittening.
(edited by Gilosean.3805)