Original Post — Direct link

ArenaNet, I'm sorry, I used to be interested in the overall plot of this game but the recycling of threads has reached a breaking point with this release. It's starting to successfully unsell me on your next expansion.

There are only so many times you can play the "reminisce on past events" card to stall for time. The game is now rapidly recycling a narrative device that recycles previous narrative devices. The plot is eating itself to death.

Season 2 had Glint's Lair. Reflect on your past, Commander.
Season 3 had you reflecting on the dragons you've dealt with to study them more, and more reminiscing with Aurene. Reflect on your past, Commander.
Path of Fire had you die. In the underworld, you were told to reflect on your past, Commander (to be fair this one was better than the rest, but ultimately still stalling for time).
In Icebrood Saga, people are guilt-tripped over past events. Reflect on your past, Commander.

End of Dragons dug up past events... wait a minute, this one was actually good! You dug up past events in order to progress them and close a bunch of narrative arcs. Credit where it's due, I think EoD's handling and closure of old story arcs was masterfully done, considering some of them were radioactive (Deep Sea Dragon).

And now Gyala Delves. Demons. They're tied to emotions. Okay, neat setup. Reflect on your past, Commander. Oh sh*t, not this again. You've asked me to reflect on my past half a dozen times. But hey, maybe the payoff will be nice now that I've reflected on my past. Oh, it's over. Nothing new happened.

This last story chapter... you asked the commander to reflect on their past, but it was in service of nothing. The demon threat is ambiguous. You did not explain who the Oni are for new players and there isn't even a named antagonist. The Gyala Delves story is the first time in the game that you asked us to retread old plots for no reason. We beat up the big bad using turtles, no emotions required.

Whatever the next expansion is, I really hope that the team has decided to write "new" things, because with this release I've felt more than ever that the team is desperately trying to avoid writing a story, and that is a bizarre feeling for a player to have when going through your story instances. There were 1-2 hours of speaking with people in this release, all of which was spent either talking about what has already happened or talking to people about going to a place to talk about what has already happened.

If your VA and story budget is so constrained that you can only put out this amount of writing, spending it on things the player already knows is not good. I hope this gets better, and I sincerely hope there isn't a single journal marker in the next expansion that says "remember your friends" or "check in with your friends" or "reminisce about X". Reminiscing is not story development. It happened. It is already playable. You can look it up in the wiki.

And one more final point, which is really disconnected from the original point of this thread but is also hurting the narrative: irreverence. All of your characters are irreverent towards what's going on. Please write characters such that they're taking the narrative seriously. If your characters are joking about your threat, it isn't a threat, and I won't believe you when you tell me it's a threat. Chul-moo freaking out was the best piece of dialogue in the update because he sounded scared. Nobody else did.

I keep using the word "threat" because your expansion teaser told me that a new threat is rising. If the threat comes and the characters don't act threatened, it's not a threat. I know this sounds stupid, but it's really basic. If we get an expansion 4 trailer and Menzies shows up saying he's going to kill everyone, and then story marker 1 features Gorrik and Braham joking about "hOw mAnY gOdS dO yOu gUyS hAvE??", it's over. Pack it up. You just wasted your villain. I know the studio has done better than this, so I know you can course-correct. HoT and PoF both started on urgent, threatening terms.

External link →
11 months ago - /u/BobbyStein - Direct link

Originally posted by PM_ME_YOUR_MESMER

I think my gripe with the story is that nothing happens unless we, the commander, make it happen.

Tell me about another huge threat on Divinity's Reach, and how Logan and Rytlock, along with a couple of our favourite characters handled it and that we don't need to worry about it. These guys are meant to be heroes, undoubtedly people that our own Commander grew up hearing the tales of their adventures. They shouldn't need me to help them out at every turn.

The only instance of this I can think of is when Braham took his party up north to fight Jormag. Sure, but it's not enough.

Let the world move on around us. Have a monthly "movement of the world" blog that we can read on a website even. There are definitely more threats around Tyria (and beyond), let me hear about them.

I think my gripe with the story is that nothing happens unless we, the commander, make it happen.

This is the challenge. Some of the community wants the Commander to have agency. Others do not.

11 months ago - /u/BobbyStein - Direct link

Originally posted by ghoulbakura

That's because it has. At several points in GW2's history they cycled through a new writer every couple of months. The writers in charge of the best story beats in the game no longer work there. We're now stuck with a lead who thinks the height of story deliverance is to ensure that the commander can't go a single conversation without hearing a minimum of five sassy remarks and three jokes. It's like the worst parts of Marvel's writing on steroids, and this appears to be it from here on in - there was a good amount of feedback after EoD that people struggled to connect with the story due to the characters feeling the need to deliver a one-liner almost every time they spoke but clearly Anet felt they know better.

We're now stuck with a lead who thinks the height of story deliverance is to ensure that the commander can't go a single conversation without hearing a minimum of five sassy remarks and three jokes.

I felt that this episode compartmentalized the comedy much better than previously. Serious moments, like in the final combat mission in the mine, saved any banter for the very end. 95% of it was devoted to dealing with the threat at hand.

The epilogue, which was always meant to be a palate cleanser after all the demon hunting, was intended to be a dinner among friends and slightly awkward.

I get the criticism that you'd like less comedy in the game (or less in the golden path), though. Curious to see what folks think about the next couple things we've got planned.

11 months ago - /u/BobbyStein - Direct link

Originally posted by rym1469

It doesn't help that a lot of the more recent writing has been using modern lingo and acronyms that destroy immersion you might've had. When a character in a fantasy game starts talking like my coworker, it stings. Hopefully we won't get to tik tok vocabulary next, fr fr.

Also, NPC 4th wall breaking self-awarness sometimes doesn't make any favors either. Even in this patch, hearing Rama remark how we go for the trope of defeating boss with a power of friendship. I get it, occassionally this may be funny since it is a video game, but when too common and combined with null feeling of threat, it's only annoying.

Even in this patch, hearing Rama remark how we go for the trope of defeating boss with a power of friendship.

This was a nod to all the players we knew who'd be commenting on "the power of friendship." ;)

Plus it's in Rama's character, so...

11 months ago - /u/BobbyStein - Direct link

Originally posted by Poskmyst

Yea to me personally, that communication device might have been the worst addition to the narrative in the entire game. I hate it.

I understand that its very convenient for them, they can have characters communicate with each other without having them get together or send mail. They rely on it constantly and if they did not have it they would have to tell their stories in a very different way.

I just hate how small it makes the world feel, how "modern" it makes it feel. Time and space means less.

Guild wars is a game where you always zip around instantly, going from activity to activity, the distances and travel is noneexistant. Its sad to me that the story is treated the same way.

The commander and gorrick can be in Cantha one minute and then in rata sum the other just to look at some of Blishs papers. The journey between contintents being of zero concern due to waypoints and Asura gates being part of the Lore.

And similarly we can communicate in real time over all that distance.

It makes it easier for the devs, they could never have made something like going back to Rata sum for something tiny like they did this patch without these things. But it just makes the world feel less "grounded". I dont know exactly, I just know im not a fan.

Ugh I hate how all my comments about Gw2 recently have been so negative, I love this game.

Yea to me personally, that communication device might have been the worst addition to the narrative in the entire game. I hate it.

I get that, but you have to remember that GW2 is an MMO, where players are spending most of their time in the open, shared world. It's very difficult (and often buggy) to have a companion ride along with you from place to place, area to area. Now imagine having to juggle 50-100 players all with their invisible friends who only they can see following them around a map to do a story step. It's not really how the game was designed, so the choice is to make it an old timey quest step (plant character in place, talk to them, get quest, come back for the follow up dialogue) or solve it in other ways. Comms help us deliver plot points, character beats, and other world lore without tying them to a physical location or forcing them into an instance.

Not saying comms are perfect. Some folks don't like magitech in their fantasy. Others feel like it makes the world smaller. We try to mix it up to offset the possible downsides and sometimes it works and other times it could be better. But as a narrative delivery device it's very flexible, similar to the mail bird, so we use it as a conveyance.

11 months ago - /u/BobbyStein - Direct link

Originally posted by Poskmyst

And its addition has seemingly 0 rammifications on the world at large when it should be a massive world changing event as you say. Yet it seems as if though only destiny 2.0 are the ones using it.

The fact that I have never really concidered this before is almost worse. We see so little of how this world works that it is not even odd that we don't see how it would change after the intercom is invented.

Yes, yes scope. But could we at least get to see something that could convince us thay Tyria is an actual world with its own internal logic.

Most of the writing budget focuses on the interdrama a handful of characters that acts as if they live in California but with Elder dragons. Those characters are at the very least the center of the story. I wish that the world was in the center instead, I feel like its a lot easier to pull that off in an MMO, especially one where the character driven parts of the story has to be told with voice acting.

Most of the writing budget focuses on the interdrama a handful of characters that acts as if they live in California but with Elder dragons. Those characters are at the very least the center of the story. I wish that the world was in the center instead, I feel like its a lot easier to pull that off in an MMO, especially one where the character driven parts of the story has to be told with voice acting.

Ideally we're creating environments and populating them with characters, events, and lore discoverables that make the world feel rich. But the world is always the set or backdrop to the foreground action. Either we can make it big and world ending (e.g. Elder Dragon threat) or we can push in and make it more intimate (e.g. What Lies Within). Both have their advantages and compromises.

I've heard comments from folks on both sides: "Make more personal stories! I'm tired of saving the world!" vs. "I don't care about this character! Give me a big enemy to fight!"

You can see how this leads to a situation where it's impossible to deliver both in every patch, so we have to focus. This series of patches was meant to deliver a smaller story with a small cast to deal with a regional/local concern and not something on the scale as the main EoD story.

Curious to see what people think of the next couple releases once they're out.

11 months ago - /u/BobbyStein - Direct link

Originally posted by rym1469

Yeah, I get that he's snarky and it may be in his character to have this meta commentary. But coupled with all the other 4th wall stuff like the MVP, BS and a few others it felt a bit too much in one episode. Maybe that's why it stuck in my memory.

But coupled with all the other 4th wall stuff like the MVP, BS and a few others it felt a bit too much in one episode.

What do you mean by MVP and BS? Serious question.

11 months ago - /u/BobbyStein - Direct link

Originally posted by EnslavedPudding

Ideally we're creating environments and populating them with characters, events, and lore discoverables that make the world feel rich.

What, like the desolate new kaineng city?

You can see how this leads to a situation where it's impossible to deliver both in every patch

So instead you chose the worst of both worlds?

Curious to see what people think of the next couple releases once they're out.

Considering how badly you've handled the story since eod, we're all very excited to see just how bad the "slightly cheaper for a lot less cocntent" expansions will be.

Its also astounding you allowed someone to make the statement that basically admits to being creatively braindead in regards to elite specializations. Dropping them because you cant think of anything cool is absolutely laughable.

What, like the desolate new kaineng city?

You're saying there aren't NPCs, ambient scenes, events, or interactive things in the city?

"So instead you chose the worst of both worlds?"

Not in my opinion but feel free to disagree. How would you solve it?

11 months ago - /u/BobbyStein - Direct link

Originally posted by EnslavedPudding

You're saying there aren't NPCs, ambient scenes, events, or interactive things in the city?

For all intents and purposes, Yeah thats what im saying. Theres a few npcs around, but for how the city is presented, its basically abandoned. There should be hundreds of npcs visible in any given area, instead its predominantly empty space.

its a ghost town, and as a result its uninteresting and boring. Why are there no automatic skiffs moving cargo around for example? who are all those rivers for? or bridges? I get that the coders you have today are far less competent than the people that worked for arenanet in 2012 and you have to deal with it, but reality is that their incompetence resulted in you having to limit the amount of visible mobs, and as a result the city feels dead. And part of this is your fault as well - You could've worked around this with a story reason, perhaps the jade started decaying and somehow became toxic to people, Or some bullshit that explained why most people are indoors, but nope. the loading screen has more people on it than any actual area once you load in.

How would you solve it?

Theres nothing to be done at this point without incredibly creative problem solving which is beyond me. There are so many individual problems that add up - You wrote yourself into a cornerr through 20 different mistakes years earlier. taimi can solve any problem, Our character is basically full of themselves and can solve any problem and literally came back from the dead. Apparently they now are traumatized, despite showing no meaningful sign of this previously - it doesnt make sense because although being traumatized makes sense, pulling it out of your ass all of a sudden DOESNT make sense. Why does our character give a shit about vlast of all people but trahearne is largely ignored entirely for 8 years despite him being in many ways our mentor and helping us fight zhaitan, and dying a rather horrifying death at OUR hand?

There are so many individual problems that collectively add up, you've borked the story so hard i have no idea how you're going to fix it.

I get that the coders you have today are far less competent than the people that worked for arenanet in 2012 and you have to deal with it, but reality is that their incompetence resulted in you having to limit the amount of visible mobs, and as a result the city feels dead. And part of this is your fault as well - You could've worked around this with a story reason, perhaps the jade started decaying and somehow became toxic to people, Or some bullsh*t that explained why most people are indoors, but nope. the loading screen has more people on it than any actual area once you load in.

You're making a lot of false assumptions about my colleagues, and quite frankly you don't seem to know much about how games are made. That's OK! I wouldn't expect you to. But I can't figure out why you've decided to channel your energy into this discussion in this way. So I will take my leave now. Good day.