I’ve been playing this game since the first month of release. However, like many, a bit after the release of HoT my time started dropping drastically. I had hoped that with the new living story it would reignite my interest. Sadly, it really hasn’t done much.
First, there were many aspects that were good. The new pvp map is good, the QoL changes is good, WvW changes are good, etc.
However, from what I’m seeing on population counters (like reddit), our numbers haven’t changed much. We jumped up drastically on patch day, but now we’re back to normal. It hasn’t even been a week. Why is this?
Well, I think its a case of where we (as a community) and Anet are misinterpreting success of previous patches. See, in theory this patch sounds like it would be good. You’re using/expanding on methods/designs of content that you already have a lot of experience in. It is polished. However, this hasn’t led to Gw2’s success. Before HoT I was really confident that Gw2 could easily rise to WoWisc numbers. Sadly, we seem to have plateaued at our success. I think the next possible answer we need to investigate to reignite Gw2’s success train is the word New.
When season 1 and 2 of the living story is when I saw, as a player, the most growth in the game. Statistically I’m not sure since I don’t have access to it. But I saw the most new players, a lot of people being constantly active, etc. Why is this? It is because Season 1 and 2 were completely new experiences in the game. It was like nothing we had experienced before. Because of this, veteran and new players alike were basically going into this content like they were playing Gw2 for the first time. It was great. Season 1 was comprised of a lot of feature patches and experiments for the living story. Each chapter was something new. Again, nothing we had experienced. Season 2 took the lessons you learned in season 1 and expanded upon them. Polish them. Added to them. The increase in polish/quality was so drastic it was again…a new experience for any player.
Then HoT released. Take what you learned in vanilla, season 1, season 2; polish it, release it with a new theme/skin, boom success. Sadly, it didn’t work out. As many know, numbers dropped much faster then they should have. Why? People were bored. We had seen all of this stuff before. The scavenger hunts, the collections, the events, etc. We had been doing this stuff for 3 years at this point. Many of us did it a few times and were bored already. It felt too similar. Adventures? Not really new. Many of them felt like mini games we’ve played before or dynamic event designs. New specializations? No they weren’t. Many of them felt incredibly similar to class specs that were in the game since vanilla. Nothing felt new. It felt like old content with a new skin + gliding. While this isn’t the only problem with HoT, I think this was a major contributing factor.
Now the living story season 3 has released. A living story that is supposed to last us months. It doesn’t look like it has lasted a week. The subreddit alone has already seen drastic drop in numbers. I don’t think we got above 1,000 current users. On a Saturday during patch week. I’m running around Bloodstone Fen and it just feels void of players. So many times I’m come upon an event that doesn’t seem like anyone is doing it. Maybe 3-4. The content itself? Reskins just like HoT. We have a scavenger. We have the achievements. We have two new resources to grind out. A new mastery to destroy the pacing of the story. Events feel so similar. Stack and smack this champion/boss, kill these enemies in this area, etc. It feels…old. I was thinking of getting the back, but then I saw that I need 200 of one resources and 5,000 of the other. The ways to get these resources are the same ways I’ve been grinding resources for 3 years. I have absolutely no interest in doing that again.
The story itself was good. The aesthetics look good. It is just the designs themselves that are old.
If you want to see the same amount of growth and success that we saw in season 1 and 2, you have to give new. New experiences. I think that’s the key. I wasn’t sure if it was and I wanted to see how the living story episode turned out. Seeing such a massive difference in population in my immediate perception area from season 2 episode 1 and season 3, I feel more confident this is a solution we need to start looking into. I know this isn’t the first issue. The core components that originally attracted the playerbase, Anet has been moving more and more away from. I see many people complaining about this already (like making things less and less soloable). But that’s a discussion for another thread.