The entire personal story exists in a separate dimension from the actual PvE world with a few shallow variables and flags dropped here and there in order to maintain the fiction of verisimilitude. Guild Wars 2 is essentially a MMO where nothing you do actually matters nor has an impact on the game – other than access to a “Members Only” area with limited function.
It offers no choice, just the illusion of choice thanks to gated content. Whatever you do in the game, the outcome is essentially the same. This removes much of the motivation for actually seeing the personal story on replays – you don’t forge your destiny as much as succumb to a scripted and inevitable fate.
Rationally speaking, it’s not always feasible to get a complex story done. But homogeneity of the storyline results in mass-produced interchangeable characters. I can choose to play a midget gnome, a not-an-elf-really, a furry cat or an obese giant, but the ultimate result is the same – Saints Row 3’s voice choices had more divergence in base personality than racial choices do. I miss Eye of the North and its true horizontal progression with PvE skills (and the title grind). I miss party dynamics and my AI companions. I miss having stories with actual dramatic effect rather than some shallow mentor-that-hits-all-the-contrived-death-flags and only turns up in the bizarro Personal Story dimension anyway.
And as for storytelling: I used to read Jeff Grubb’s DnD stories when growing up, but it’s apparent to me these days that he doesn’t have an iota of the talent Ragnar Tørnquist does. Thank you for destroying yet another illusion of my childhood. A good storyteller knows the value of subtlety and doesn’t shove facts down your throat and insult player intelligence, but no, Guild Wars 2 has to cater to the lowest common denominator by explaining kitten things and creating artificial MCQ situations instead of making choice selection active (I’d like to point out that The Secret World let you make player choice decisions without resorting to ridiculously contrived MCQ situations with 3 npcs staring at each other waiting for you to arrive).
A good storyteller doesn’t force-feed a narrative, he reveals. A good player doesn’t say “I want to do this” – he just does it and it’s your job to detect the decisions he made. Anet, I like you very much, but please force your writing team to play TSW.
Edit: I’d like to point out the biggest problem with GW2’s MCQ is that of the false dilemma. There were many, many situations where you’re presented a bunch of non-mutually exclusive options and yet you can’t go “Why can’t we just do ALL of them?”. Everyone is grotesquely mentally incompetent, including the asura. “Oh, I chose to join the Order of Whispers, so the Priory and Vigil agents will naturally refuse to help protect Queen Jennah” (Granted she’s completely useless and we’re expected to like her just-because.) – That suggests an appalling immaturity, spitefulness and pettiness within the 3 orders. What are they – squabbling vindictive children? Why is everyone so two-dimensional?
(edited by Lex Talionis.5396)