Anet made a manifesto that talked about how they want to change the MMO genre.
They said they wanted to innovate, not change the genre. If they’d want to change the genre they’d make it a sandbox, and a lot of other underused things. The manifesto was about the things they would include in Guild Wars 2, whether those things were innovative or not doesn’t change the fact that they clearly said what stuff would be in the game.
The point is, the manifesto was showing how Anet was changing the genre. That changed the genre. that’s it.
Changed the genre? It’s still has the exact same gameplay premises of the majority. The fact it’s a themepark, the camera angle, the skill hotbar, the levelling centred character progression, the optional crafting, the regimented and isolated PvP and honestly I can go on and on.
The changes you make in the open world are persistent but not permanent.
Contradictio in terminis
Now this is the key bit. If everyone’s personal story actually changed the world, think about it, how could that even work in an MMO? I mean I kill a guy and he’s dead for everyone, so you get a different guy? Who has the resources to do something like that? It’s not plausible nor is it reasonable to expect.
The story is going to be the same for everyone because everyone has to end up at the same place. This is how most RPGs work. You end up at the last boss, who you kill. I’m not sure why you expected anything else.
I did not state that PS and open world should intermingle, in fact nobody stated that. What I said about lack of consequence and the converging has absolutely nothing to do with the open world. I do not and did not profess PS changes should affect the open world.
There is zero reason to not have branching, action reaction, choice and permanent consequence in the personal story because it is instanced. Everyone gets his own copy of a tiny area of the map where story events take place, and those story events should have some kind of effect on those that follow them up, not the entire world, but we get neither. Making the story as impersonal as can be, the battle of Fort Trinity will be exactly the same for absolutely everyone despite being instanced. Meaning they could have perfectly made players who met Tonn acquire some explosives to use against enemies and not have the Krait Orb, players who defeated the mesmer having bolstered troop morale buffing the fort’s NPCs and still not having the Orb and players that got the Orb to face less enemies due to the Orb’s aura but having nor the explosives nor the buffed NPCs.
This is an issue that concerns what they said in the manifesto, the actual game, and nothing else. Nor WoW, nor SWOTR nor any other RPG have anything to do with Anet saying one thing and doing another.

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