Interesting Analysis of the Personal / Living Stories and Its Flaws
Posted 23 November 2013 - 06:38 PM
Every patch is like ArenaNet walking out onto the stage of the International Don't Kitten Up Championship, and then proceeding to shiv itself in the stomach 30 times while screaming "IT'S FOR YOUR OWN GOOD! IT'S FOR YOUR OWN GOOD!"
Posted 23 November 2013 - 07:00 PM
Greetings and salutations.
I come to you today with a comment about the Living Story’s direction, though I know those are in abundance these days. What I’d like to do is hopefully a bit different. I would like to describe what the game would need to do in order to smoothly transition back to the war against the dragons. At present, that is impossible due to an incompatibility between players starting the Personal Story and those who have finished it, and conundrum which can be solved in a single sentence.
To make the Living Story flourish, the Pact must be destroyed.
…Bit of an attention getter, I hope. Allow me to spell on the argument; why the personal story has impersonal problems, what the living story is currently doing wrong, how to fix the two to the benefit of both, and what the results could be for an entire year’s worth of content. I can be a bit overly verbose, so I’ve condensed them into four JPG files for easier reading. Feel free to skip through it if it drags on, but please scroll through the NextYear file to consider what the Living Story could become.
Here we go. The Time Capsule method.
Posted 24 November 2013 - 09:41 AM
Ah, what could've been...
Posted 01 December 2013 - 05:20 AM
Posted 01 December 2013 - 04:43 PM
And Anet`s experienced design team made one of the worst (i can say it out loud) creative decisions i have ever witnessed in MMO game history !
See people like OP should create games not fancy degree owners that think they "know" all, and call themselves gamers !
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