Driekan said:
I see a lot of people criticizing the story in GW2, but... I always got the feeling that this was not the selling point for this game? That the game that was selling "Story, story, story!" was that other MMO released around the same time?
GW2's story does its job. It makes the push up to the cap feel less mundane and grindy. You're still doing the overland content in each zone you go, and then doing the odd story-based instance, but there's lulls and diversity and the odd authentically enjoyable bit of narrative. It is guiding you around, showing you fun stuff to do, and then you do that stuff. Which would be fun doing even without any narrative around it.
Is it the holy grail of online storytelling? No, but considering the sheer amount of content they had to write for this game, the quality came out way higher than I ever expected.
People at ANet did an amazing good job with this.
I certainly applaud Anet's unique, if not revolutionary way of combat mechanics, leveling up just by tripping over events feel great and combat is fun and exicting, aside from some slight balance issues and glitches, but luckily Arenanet do their best to smoothen things out.
I gotta hand it to them, these guys really get involved, listen to feedback and know what they're doing.
however
I think they sacrificed on the story aspect on that account.
That it's a generic fantasy tale about dragons attacking is totally something I can live with,
But at least make the player feel connected with the story, I had expected (hoped) for more character depth, personality tweaking.
maybe even dialogue options as a last second surprise
I also have a problem with the way dialogue is presented, with the fixed camera angle, poor lighting and the moving drawing in the background. It just looks kinda like a puppet show, really.
Not to mention those really really awkward animation moments in between some dialogues, where NPCs clumpsily faff about, like for instance picking up things by kneeling and rubbing the ground. It reminded me a bit TOO much of GW1, where some animations also seemed rather weird and unnatural, but that was perfectly acceptable for a murmorpurger at that time.
And then there's this whole 'Personality' bullshit :|You can max out a personality by talking to some NPCs, pressing the desired options repeatedly.. and all it does is give you vanity points for your title.. what the hell Anet? :O
In GW1, we had a story mission called Vizunah(?) Square, where two parties could join the fray, both spawning on different points, fighting mobs off, eventually joining in rather epic big waves of mutants. if only 1 party had joined, you had NPCs taking the other side.
This cool concept was also applied in the luxon elite area (The Deep) even better, though I really dreaded the rest of that one.
Why not use this? It was rather cool..
Make story missions accessible for multiple players at any time. 2-5 human players, that are either randomly generated, á la Vinuzah(?), or people that already formed a party. All spawn at different locations in an instance and have to battle their way to eachother, joining up and completing the objectives together. Send NPCs in to cover empty spots.