OK so while writing a summary of this on another thread, i thought id outline it properly within a suggestion as i feel like its a solid idea that would drastically improve two areas of the game that are not currently utilised very well.
The personal story and home instance was for me, a highly attractive feature pre guild wars 2 launch. The idea that choice and effect gameplay would appear in the MMO and actually manifest and influence a specific space for each player was incredible. Imagine showing your friends your home instance many people cried (me along with them). What has happened is slightly different. Instead, everything has forgotten about the home instance while a majority of people will complain for hours about how non personal the story actually was.
So lets fix that! And no, believe it or not but im going to try and avoid attacking trahearne for this entire post.
My idea is actually a little simplier than one might think. After all, completely revamping the story would cost Anet too much money, as VO and actor work would have to be redone.
Therefore it shouldnt be a case of redesigning, but more organising and expanding instead. Let me explain in easy bullet points;
- Split the current personal arc into 2, right as you meet trahearne for the first time.
- Call the second half, Trahearnes story and make it a arc you can manually pick up after meeting him.
Right there and then you have the non-personal issue cleared up. I mean, the first half of the story does feel good, yes its slow paced and nothing exciting happens but the choices you make actually resonate throughout the game, be it the mission following or the implication upon your home instance.
Now for future development. Expansions and large content updates would bring a updated second half of the personal story, yet this time each mission and choice/effect is surrounded by the idea that in some way it will effect your home instance.
Being caught up with elder dragons and large issues like that makes it alot harder for a player to get their own unique experience. We all kill the dragon after all. Instead, if the focus was shifted onto the home instance you could have as many different endings as you can dream up. Think of the possibilities of such a system!!
Examples of different ways the person story can unfold and effect the home instance is literally limitless, because of the fundamentals of instance tech. And through NPCs and dialogue you can even leak this into the open world. My own ideas include;
- Player can become the owner of the district that everyone loves OR the tyrant that everybody hates
- Choices would either lead the home instance to more beauty OR complete disrepair
- Player could have a family and kids If so a later mission could see them in danger and mother/father NPC could die
- Criminals could overun one part of the home instance, actually creating a dymanic event chain within the instance for friends to help out with
There just a few, but if you like this idea then please feel free to add your own ideas. The more get thrown around the better in my eyes.
I thinks its important to remember that cycles of content can be consider as well, as the event system in so strong, putting it in your home instance for various reasons or choices made in the game could provide more content than is actually there… Especially if this was to come on the back of a few content updates… the second half of the story just wouldnt be big enough without using a little event trickery here and there.
Altho if you dont agree with what im suggesting, please tell me so! Abit of CC never hurt anyone
(edited by Parlourbeatflex.5970)