So just to be clear, I’m NOT talking about bugs. Bugs happen, I don’t really care so long as they get fixed. This thread isn’t about that.
What I want to address is the state of the open world portions of the Living Story missions (the green star stuff from the journal).
They were bad.
The story, being a story, is something you actually want to focus on and experience. The fact that it was in the open world was a great hindrance to that. This is the case for several reason:
First, the zergs. Zerg content is not compelling. I won’t say it doesn’t have a place in the game, but when you want to get your players interested and engaged, running around in a blob of 50 people spamming abilities is not the way.
Second, the distractions the open world brings. When there’s other events going on and players running around, it draws your attention away from the story. Zergs amplify this greatly, and zergs are inevitable when tons of players are drawn to the same spot upon the release of something new.
Third, the nature of dynamic events. You can show up half way through and miss portions of what’s going on. They also don’t cater to your individual pace, and while this is good in many places, it doesn’t work when you’re trying to follow a story.
Last, the lack of immersion:
“Yea Eir, I’ll go do this alone”, you then travel to your objective and find a hundred players running around in a big blob, destroying the objectives in the event that’s half way through it’s chain before you can even get to them or figure out what’s supposed to be happening.
There where a bunch of dolyaks at one point. Why? don’t ask me, I have no idea.
Now the distinction needs to be made. I don’t think all Living Story Journal missions need to be kicked out of the open world. If you’re just talking to an npc, it’s good. If you’re finding a trail of notes in the desert, it’s good. If you’re just picking up crown fragments, it’s good. These are things that would be outright annoying if I had to pop into an instance every time. What’s bad are portions that feature gameplay/combat. Those can’t be exposed to the open world because of the reasons I outlined above.
Furthermore, there’s no benefit to be had by putting these events in the open world. If I want to play with others, I have that option by inviting people to the instances. If I want more events, the way they were handled in Dry Top was great. There’s no inherit benefit to putting these story bit in the open world VS putting them in instances, but there are many detriments.
The story itself was cool, the instanced portions were fun and over all well done, and the items you collect through the story and then refine (Mysterious Seed, Sacred Glacial Water, etc) were interesting. But the open world portions of the story were bad, and it’s a lesson I thought was already learned back during the original launch of Southwsun Cove.
Adding events to the world is fine, but that’s something that needs to be handled separately from the story. My hopes are that this isn’t repeated in future content patches.
Thanks for reading