I think one of the fundamental problems with the current model is an event-driven framework for emulating an evolving living world. The problem comes from the fact that it’s a bad model.
Consider, the trans-continental railroad which was built in the USA in the 19th century. You can argue that it was an event and I’ll give you that one, perhaps a series of events. But, the key is that it didn’t come and go as, say, a concert would. It came, stayed, and forever changed the lives of many people. I’ll argue that that is how a living world evolves. There is continuous change, but a perception of permanence.
I think everyone agrees that an expansion satisfies the requirements of an evolved game world. A new major story emerges, new lands open up, the are new side stories, new characters, expanded old characters, etc., etc. I would really like to get away from the episodic TV, event-driven model for evolving a LW because it simply fails to model an evolving world. I would much prefer a model where the content of an expansion is delivered over time. Epic storytelling would then be possible in the context of evolutionary change that would engender anticipation rather than burn-out.
I agree with most of this. I can’t shake the feeling that Anet is clinging to an idea that isn’t as sound as they want to believe it is. I will repeat what I said above here:
The LW should not be focused on disrupting the world, it should be focused on expanding it. I think that’s the key piece that keeps getting lost. Unite the Living World and the Personal Story into one upgraded Personal Story concept. Make new instances and dungeons permanent (including retroactively adding back ones that have been removed in some cases). Limit temporary content and alteration of existing content to special events that are disconnected from the larger plot of the game like holidays/festivals and the occasional side story.
You ultimately gain little and lose much by changing what’s in place already versus just adding on to it. I don’t see any reason why you need to dramatically alter zones or dungeons to fit with new lore instead of just opening new zones and dungeons. It really doesn’t make much sense. The narrative of the game should be expanded by Anet, but not driven by them – that should fall to the player/character. Development driving the narrative just results in players becoming disengaged from the world and losing interest in the story through a lack of immersion
Both these posts resonate with me. Raine’s analogy is fitting for the “temporary” LW issue. There will always be a mixture of temporary changes and permanence in a real LW, but Anet seems to be taking more of a “concert in town” approach, where once the band has finished playing, the concert hall is changed back to the way it was before, and the hardcore fans and groupies carry on out of town along with the tour. No one stays behind (the NPCs related to that LW all go). The town’s folk move on and don’t talk about it (except for the occasional nostalgic reference by players). Some garbage from the partying is left behind for cleanup duty (continuance of Scarlet invasions in random zones at a lesser frequency). I think this is fine with holiday events like Halloween, but for the rest of the LW, the pioneer concept is ideal. I hope Nike saved the text within his post.