Season 3 - Instancing

Season 3 - Instancing

in Living World

Posted by: Eirdyne.9843

Eirdyne.9843

Hi,

This is a pretty quick post. I wanted to talk about Living World as it occurs in the Seasons. I really didn’t get involved with Season 1. The semester was too involved, I’d just moved, and it was very hard to know anything was going on from what information was getting out to us as players. Scarlet’s attacks were also like this for me, something I regret not ‘being there’ all the way through. By the time we came to the final few episodes with Scarlet leading up to Lion’s Arch I was still going, “Huh? Who’s this?” and “Oh wow, I hope we can join her. She’s really something.”

Scarlet inspired me to build my second Legendary, Incinerator and to really start using my first – Predator. She and the whole aesthetic of the Aetherblades brought about my continued playing of Guild Wars 2 from where I’d almost, by then, abandoned it as a dead game too neglected by its developers for it to be around much longer. It really seemed as though the game was finally going to live up to all those things it had promised to be before launch. The world was finally coming alive. Real changes were happening. While I loved the old Lion’s Arch I loved Scarlet as she burned it to the ground. Whoever was involved with all to do with her, thank you.

There really ought to be a calendar system in the world of Tyria that is BB and AB for before and after Scarlet. She really was that much of a change for how this game had been going. It was also the first time a non-racial firmly recognizable and not super-shoulders-ridiculous aesthetic was brought into the game with the Aetherblade armor, weapons, and related dyes. It established the firm motion of the Tyrian world’s shift from a sort of 16th century Tyria of GW1 to its present Steampunk 1860’s feeling with hints of 1904.

I’m fairly certain this was accidental. We haven’t seen so much concentration of thematic direction since where armor, world events, and antagonist galvanize and compliment so comfortably. This is probably just as well it was an accident because now we’re living through something of a transition as the world move from pre-industrial to industrial developments with much falling back and holes all over the landscape as different groups/peoples of the world lag behind.

Unfortunately, much of this advancing into a more flushed out game is still being held back by a fairly inconsistent story telling in the instances. I decided to make Mawdrey finally and while doing this I realized just how much I really cannot get into (and actually often dread) the Living Story Instancing. It really drags down the game, but also has a sort of rare charm that brings out a kind of balance question.

On one hand I like having this sort of mini-boss / challenge aspect to the Instancing sections of the Living Story. On the other hand, I absolutely do not want to do the Living Story more than once. Having to do it character after character just feels like a chore that has no joy in it. It’s a sort of long walk without a real outcome once it has been done. The achievements get pushed onto the backburner as often I just want it over with by the 3rd character. So, I stop experiencing the Instancing as a story and start experiencing it as a barrier to keeping up with the changing world. For instance, it’s necessary to do Living Story to reach Silverwastes. It starts to breed a kind of contempt for the story that really is more to do with being forced to do it again and again than because the story is usually touch and go. It really ought to be we only have to do the story once per account and then our characters can just go to the next map when they’re appropriately leveled. We shouldn’t have to do the whole thing for every single character.

Another thing, and this is an easily addressed practical concern that you really should fix … the areas where the instances take place are often copies of the actual world. For some reason you usually put a very narrow boarder around these instances that if we touch ends our participation with that instance. While that may have a technical purpose for being there you frequently clip these things into areas where we have to have combat. So, a creature does a knockback and suddenly we’re forced to the whole thing again. This adds to the building contempt for living story that eventually comes from this sort of thing.

There’s more to talk about, but I’m probably running out of text to type so I’ll stop here. These areas need greater analysis and reconstitution. You’re really starting to understand how to be game designers and not some sort of guardianship. Keep up the great work!

Season 3 - Instancing

in Living World

Posted by: Electro.4173

Electro.4173

You don’t have to do LS to access the Silverwastes (or Dry Top, for that matter) at all.

The game won’t introduce you to the area without doing the story, but you’re free to go there with any character at any time.

Season 3 - Instancing

in Living World

Posted by: Konig Des Todes.2086

Konig Des Todes.2086

You don’t have to do the full season on each character. Really you just need to do a full episode per character – e.g., have character A go through episode 1, but then character B goes through episode 2.

Nothing is locked behind the story instances beyond the story instance achievements and unique rewards, which only requires you to do the full episode once per account, and the instances of the achievements until you complete the achievements (don’t even need to stay for the full story instance in many cases).

As Electro said, you don’t need to do the Living World to reach Silverwastes or Dry Top. They direct you there, but you can waltz through the gate in the open world at any point after the episode’s release. Access was only blocked to the new areas from just open world for the first two weeks that they were created (and even then, they were available after the first story instance of that same episode).

As for the story border… I’ve never been forced into the instance border by an enemy. If you find yourself close to one, just strafe back away from the border. And being knocked backed shouldn’t give an issue as there is a fairly long time period in which you can get back inside the boundaries unless you keep running out (it’s a distance from + time within thing). GW2 combat is all about positioning – so the answer here really does stem into a “get good” response in most cases. I’ve not once ever dealt with this, in either the personal story or Season 2, and that includes on professions I’m absolutely horrible playing as. And the reason for the borders is pretty clear – to prevent you from exploring entirely empty zones.

Dear ANet writers,
Stop treating GW2 as a single story. Each Season and expansion should be their own story.

Season 3 - Instancing

in Living World

Posted by: Eirdyne.9843

Eirdyne.9843

Ahh, I wasn’t aware that the story didn’t block my characters going from map to map.

As for the story border, it’s got me probably once or twice per season. I understand they’re reasoning for putting it there. The only issue I have with it is when we’re nearly done with an instance and suddenly, “Slap!” Followed suddenly by an unvoiced, “HA-HA! Now you have to sit through our horribly lengthy un-skippable dialogue again!” “Get good” is just trolling so when a person says that I ignore them. It’s just some 13 year old having puberty. It’s the sloppy game design that irks. It’s fine to have a limit to the border, but not next to a creature that can knock back. If they are going to empty a map, empty it and let us suffer the bad writing. If they are going to have combat make it possible to do the combat without some arbitrary border sliced through the edge of the combat ring. I don’t want to come home from school or work to do living to story (that I might start to like) only to get slammed out of it by some accident of bad design. It suddenly changes the whole quality of the situation from “this is fun and I wonder what will happen” to long string of profanity at Anet.

Summary: Bad game design is inexcusable, but also it leads to a general contempt of a game that is just recovering from a long strand of “Hello… Devs? Anyone? Anyone out there?! When’s Super Adventure Box coming back? Hello?! What about Precursor Crafting? …Hello?” The devs are still on the rocks about a lot of things. This is one of those little ones I just hope they can do better with.

Season 3 - Instancing

in Living World

Posted by: Konig Des Todes.2086

Konig Des Todes.2086

But like I said, not once was I ever forced or even enticed to fight an enemy near an instance border. In 3 years, playing through every release and every storyline, not once was it enforced upon me.

So I cannot imagine the fault being on ArenaNet’s side – be it “sloppy game design” or otherwise.

And if you ever do find yourself fighting near a border… back away from it. The enemy will follow you.

Dear ANet writers,
Stop treating GW2 as a single story. Each Season and expansion should be their own story.