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Is the personal story too optional?

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#31 Mortec


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Posted 17 December 2012 - 12:09 PM

Sort of hard to debate the personal story as it is extremely subjective.

Some parts can, and should, be decent subjects for discussion, (more later).

On the subjective side. I'm glad it's optional. I really am. I find it boring and, to a certain degree, a chore. I've only done it on my main - and that was, perhaps - sad to say, only to get a better back piece. I've clicked through every cutscene for as long as I can remember. It doesn't engage me at all. Mostly because, as mentioned, it does in no way, shape or form, feel like my story. Now, I can, (could), distance myself from that, pretend I'm playing a different game - where I'm supposed to guide this character from this to that, doing this and that. But it's not what I want from an MMO - especially where I make my own character.

And herein lies my biggest gripe with it. Why on earth put such an emphasis on a solo aspect of an MMO? (I don't care that I can bring friends along. I can still solo it). Kinda defeats the purpose, no? Less interaction in/with the world, more instances making the world even more fragmented.

On the stuff that can be objectified.

It's not very well done is it? The voice-over, the cut-scenes. As said, this is, of course, open for personal opinion. But I really think it's possible to critique this on a broader basis than personal opinion.

Oh, last gripe I have. Guild influence is earned by doing personal story. Hearts out in the world, (where you are flying the guild colors and name - helping the population), isn't.


#32 Gli


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Posted 17 December 2012 - 01:11 PM

View PostKaiarra, on 16 December 2012 - 12:51 PM, said:

I'd argue that one of the main things I hate about the personal story is the opposite of this - forcing you to party for the last quest. You are able to invite people to party with you for the majority of of your story line, if that's what floats your boat; on reaching the last quest however, you are forced into party, with no other options (well you can just not do it, but that's hardly a decent option).
Yet, it's the one I opted for. Five level 80s, all stuck at the "Kill Zhaitan" story step. And it doesn't bother me one bit so I'd say it's a perfectly decent option.

#33 KenpoJuJitsu3


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Posted 17 December 2012 - 01:41 PM

I like that it's optional. I enjoy the freedom of being able to do story missions when/if I feel like it, explore when I feel like it, etc. I can play how I want to play rather than have a more linear experience. Now, granted, I can enjoy a good linear experience...but probably not for 100's of hours on several characters.

Edited by KenpoJuJitsu3, 17 December 2012 - 01:41 PM.

#34 Xunlai Agent

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Posted 17 December 2012 - 01:49 PM

I do not see how making it mandatory would be the better option...

#35 escada_assassin


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Posted 17 December 2012 - 02:01 PM

I have only finished my personal story on one character and it was a real pain, not to mention boring. I'm now doing it on a new char if I like some order armor. Otherwise, I'd rather sit in some town and look at the view. Good thing it's optional.

#36 Brizna


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Posted 17 December 2012 - 02:12 PM

All in all GW1 did story better, but I disagree GW1 had better writing, it is bad too only we have to endure it for a shorter time becuase there is less storry telling. Plot and story wise both games are of similar quality the difference being that GW1 manages to tell its story in a more condensed way that doesn't become a chore very fast and mission themeselves are mostly quite memorable and challenging when tackled with new characters from each campaign, while in GW2 PS instances are generally a piece of cake that feel just like filling in you paperwork to proceed: level up, walk to mission, kill a few red dots, rinse and repeat.

#37 Xunlai Agent

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Posted 17 December 2012 - 02:18 PM

The issue for me was the leveling required in between, which made it significantly different from the story in Guild Wars 1. The story in the original could be completed with little to no hassle in one go. Whereas the personal story requires you to go off and grind levels before continuing. That breaks the continuity for me and I wish they had allowed the personal story missions to grant more experience to avoid that.

#38 Ibari


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Posted 25 March 2013 - 11:52 PM

For me the story was the main reason for abandoning the game. I think Guild Wars 2 has made me realize that I don't like MMOs simply because the story is poor. And that, for me, is very sad.

I don't know if it was wishful thinking, but I thought the story was going to be much better. Better writing, less stereotypical, more surprises and better voice-acting (where in the world are the EMOTIONS!?) I couldn't relate to ANY of the characters, since they fail in fleshing them before killing them or whatever.

But the worst case was, curiously, MY OWN character. I couldn't relate to him / her because yes, I created them, but had absolutely zero control over their personalities. That's not my character, at all. Yes, I could role-play, but... throwing away half of the game when it was marketed as "It's your PERSONAL story"... terrible.

I didn't get past level 40 or so, but I think it would have been better (for me) to take the Dragon Age route: have a more or less 'linear' story but let me choose what my character is going to say. After all, that's what 'Personality' is for, isn't it? Right now it's just an icon with almost no effect.

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