For people who have questions or concerns about the personal story, ArenaNet's lead writer Bobby Stein answered a bunch of questions on the official forums and raised some interesting points about what his team had to do and what it would like to do in the future.
Apologies for the following wall o’ text.
First off, I’d like to thank everyone in this thread for taking the time out to post feedback about the personal story, including the dialogue and voice-over. I’ll do my best to reply to what I can. My goal isn’t to convince you to like what’s there (either you do or you don’t), but to explain why certain bits of content sound and feel they way they do.
This is a pretty long thread so I’ll hit some of the points in the order they were posted.
Wrath: “…even teen storybooks and Twilight has a better plot and script than this. Get a better writing team, more adult and mature or read R.A. Salvatore’s books. Or classics such as Wheel of Time. It almost seems as if the writing team are writing for children.”
Bear in mind the game is rated T in the US, so we’re limited in how we can present certain themes. We can’t show realistic violence and gore in combat, and we also can’t delve into some of the darker elements of storytelling. Also, it was a design decision to make the player always a heroic figure. The game’s story bits were geared around a linear, branching model where you always play a hero. In other words, we didn’t intend to build a game that lets you be the bad guy. It’s completely understandable why that would disappoint some people, but it’s not the game we set out to make. You can, however, make some personality choices in how you respond to unspoken conversation trees, including making decisions to spare or execute a defeated enemy in a few cases.
Fiona: “I found Norn absolutely mind-numbingly dull. It was also badly written. I gave up after not being able to get past Shape Of The Spirit at level 8~.
I have switched to Charr and it’s like night and day. The writing isn’t much better but the story is far more interesting. The world events and scenery are too. I really suggest giving Charr a go. Norn is absolutely shocking IMO.”
The stories and dialogue vary greatly between the racial stories. This is intentional, partially to give players some options to experience a variety of content. The dialogue was often given to people who are more comfortable writing (or editing) in that racial voice, so it’s why you may like the tone of one story over another. As you can imagine, some people really enjoy fantasy dialogue and others loathe it, so we wanted to provide options.
Wrath: “There’s no overarching story or any sense of progression and accomplishment”
There is, but it comes later in the personal story. We realized after our very first public showing that some of our 10-level arcs feel compressed. We introduce characters for a handful of story steps, and then they are put aside. This isn’t ideal, as it makes character development difficult. We tried to remedy this in later content, but there are still artifacts of this in some of the earlier story chapters.
Fiona: “Charr so far for me seems very different due to it dealing with internal conflicts between legions, and me actually being a part of one of those legions gives a real sense of place within the story. Something I absolutely had nothing like when I was playing Norn.”
Part of that is due to the cultural differences between norn and charr. It’s also due to us learning some lessons along the way, so we put extra resources into making your warband members more memorable and the stories a little more about personal conflict and less about “seeking glory.”
Adesia: “I felt that the human storyline was a lot better than the norn one. It felt like it had more of a flow to it, personally. I’m really shocked about the norn area too…. I was looking forward to playing as a great warrior type race, but I was really bored and uninterested in the story. :/ None of the characters were even that memorable…”
Did you find certain characters in your human personal story better fleshed out than the ones in the norn chain? Which branches did you do?
Wrath: “GW2 just feels like I started a movie 1/2 way through and have no sense of direction and there’s nobody I can ask to fill me in on what I’ve missed. Based on my character creation my sister has been killed by some centaurs and I’m seeking revenge (however I seem to always be uber noble in everything). There’s no intro movie showing me how/why she was killed and why I’m even seeking revenge. Was she killed in a random centaur ride-by? Did some insidious main bad guy order her village to be wiped out? I got no idea. For all I know she and some centaur snuck off into the woods for a midnight rendezvous and she tripped and hit her head and died and now I’m just carrying around some misplaced anger.”
Did you finish the sister chain? If so, did your questions get answered? It’s understandable that you may feel confused, since you’re essentially stepping into someone else’s shoes, potentially in an unfamiliar world. We try to give the stories context along the way, so it’s possible you either missed something, or we didn’t do a good enough job of relaying that information.
ghull: “What also causes me further disconnect from the story is the DE system. I’m walking down some path and all of a sudden a quest pops up to rid Farmer A’s property of bees. I do that and get a letter in the mail from someone I’ve never met thanking me for the help. Tough getting into the story when you don’t meet these people yet you complete their quests.”
The dynamic events are separate from personal story, so most of the time the characters don’t intersect. You can usually interact with the sender of the letter at any point in the game, so if you spoke to that person before participating in the event or at least heard her talk to another NPC, you might have a better idea of who she is. Pretty much all the important event characters have conversations on them, so I’d recommend interacting with them if you’re confused. This is one of the trappings of a non-linear multiplayer game—you can experience things out of order so it’s sometimes potentially confusing.
hellokittyonline: “Well, I find it interesting, searching for my lost sister. If everyone complain about the Norn, will Anet change the story line? that seem like a lot of work.”
Thanks for the compliment on the sister chain. I’m sure those who worked on it will appreciate the sentiment.
We can certainly examine the norn content and learn from our mistakes, whether or not we have the time and resources to make radical changes before ship. Changing the flow of a story involves almost every department in the studio, from design and writing to programming, art and animation. Simple dialogue edits and re-recording VO impacts cinematic conversations, so we can sometimes justify going back into the booth to change story elements but it’s more difficult to overhaul plot, and it also means more work for the animators.
Wrath: “Definitely will be too much work this close to release. Unless of course, they rework the beginning scenes script which seem lackluster. The events and quests can be the same, just the text / voiceovers need to be changed. But then again, highly doubt it. Probably 1% chance, this is the extent of ArenaNet’s writing department.”
We can change certain elements, but it would impact our ship date. Also, it’s not that what you’re seeing is the “extent” of the writing department (a.k.a. my team). The writing team doesn’t handle lore or story arcs—that’s the domain of the lore and continuity designers and also the story team. They determine the high level themes and plot, and how it integrates with gameplay. My team most often takes the dialogue after it’s been drafted and we make edits to make things sound more cohesive. Obviously, the more time we have to revise dialogue, the better it should sound when acted. There are certainly cases where I would have liked the edits to have been more aggressive, but that’s sometimes difficult when you have 20+ people generating content in various tones.
Samf: “I’ve only played the charr storyline. I think it’s great! Internal conflicts and all that. On top of it all, the charr are so brutal with one another. I was pleased that during the Blood Legion storyline, the player is given the choice to spare their former Legionnare’s life, or to exile him from the warband. I destroyed him of course, because charr have that ruthless tenacity in their nature that I’m just so proud of.”
Glad you’re enjoying it. Did you already know something about charr society before playing the game, or is this based on first impressions?
Pulse Reaction: “I don’t think ANet’s writing team is the problem – the heroes (and here I mean the actual A.I. heroes) of GW1 had great characterization. Master of Whispers being one of my favorites. Somewhere along the line they decided to call every player the “HERO”, but we’re not in 2002 anymore, no need for that. And mature fantasy becoming more and more popular just makes GW2 storytelling look even more off.”
Again, this was a design decision to make the player a hero, so while you start out small in your story, you’re always driven to do the right thing (and everyone tells you about it). Totally understandable why that wouldn’t appeal to some people—it’s predictable.
I think the lesson we’re learning here is that people, including the dev team, are ready for something a little less sanitized. We can’t make radical changes to the story structure at this point, but we can certainly take this into account for future content.
Dhivuri: “TL;DR: I like the story so far.”
Thanks for letting us know.
Xriot: “The Great Hunt? Really? I just played SWTOR with the Bounty Hunter and the first 20 levels of my character were focused on the exact same thing, “The Great Hunt”!! Someone on GW2 team should have noticed this and thought it might immediately devalue (and make cheesy) the GW2 story-line for Norn. I had an immediate distaste in my mouth. Very un-orginal.”
The Great Hunt has been in Guild Wars 2 for about two years, so it’s not something that we shoehorned in to pay tribute to another game. That stated, my first thought after seeing it in TOR was, “Damn, they’re doing this, too?” Granted, there are differences between the two, but the fact that they’re called the same thing was a little concerning but not enough to overhaul what we’d already built.
Xriot: “The great hunt lasted 2 quests. Really? Nothing “Great” about that. I killed a boar, and then fought a giant worm, during which I layed on the ground fighting for my life and not attacking until the other folks surrounding me took the worm out. I’m a hero!”
The Great Hunt in GW2 is mostly limited to the tutorial/intro. It gets you going but isn’t the focus of your personal story.
Brimwood: "The story lines do seem to widely differ in terms of the quality of writing and in how engaging they are. I started as a Human Noble and actually found that one really enjoyable. The characters are enjoyably posh and, I thought, quite memorable. "
Lord Faren is one of my favorites.
If you feel the content varies in tone and quality, I’d put that up to different people handling different content in different voices. It should all be of high quality, so if some folks aren’t happy with what they’re seeing then we have to understand why they don’t like it, and go from there.
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