@Brodehouse: For this discussion, I hope we're working with the assumption that hearts are not the primary PVE content in the game and that they are more akin to a vista or skillpoint: a location on the map designed to move you about. Events are the main thing on the table, right?
It sounds to me like you really need that contextual narrative and sense of permanence. You need someone facilitating an illusionary narrative with the constant reminder you that you are the hero, and that the task you have just accomplished will stay accomplished in your own little world. And I can completely understand that desire. But I think the point where all that falls apart is with the multiplayer nature of the genre. Like, I fucking loved all the narrative bits of SWTOR... right up until I saw another Imperial Agent standing right next to the same objective that I had.
Obviously for the hodge-podged multiplayer-singleplayer experience there's the suspension of disbelief that every other player isn't also a grandiose hero who's accomplished all the singular, specific events that I had. But the great thing with the open world content is that the majority of the events don't need that suspension. The majority of the bosses are nameless 'Flame Shaman,' and the majority of the enemies that you defeat are constantly vying for control over objectives that they would realistically continue to want to pursue. Just because you'd defended a fort from centaur doesn't mean that they would never want to attempt to take it again. And all the dragon lieutenant boss fights end in an animation that shows them retreating (to reemerge at a later time). ArenaNet goes to great lengths to keep these event streams believable as repeatable content in the world.
But there's also the affect on the world and the affect on other, actual people. And this is where I think the open world content is really stands above the personal story content: the events you do will affect other players, even if it is a temporary. It's a celebration of the genre within a themepark context in a way that we haven't seen since Rift's zone-wide invasions many years ago. When you clear a town, that waypoint will be open for other players to take advantage of. When you push the metaevent further into Orr, you are facilitating the travel and/or safety of other players. If you fail an event and the enemy takes over an important location, you are directly affecting the other players in the zone. And this really stands apart from Rift insofar as it adds that narrative context to each of these world events--either through their variety, objectives, or the impressive amount of recorded world dialogue that not enough players are listening to.
There really isn't much else to say. I just feel like the personal story is an inconsequential, entirely forgettable journey that would make for a really mediocre singleplayer experience. To be quite honest, the only reason I did it on my main character was for the XP and rewards. There were certainly some memorable moments, but you had to slog through the tons of the disjointed, poorly plot beats to get there.
I have to ask: you're level 18, correct? And what race/racial starting area are you in?
Log in to comment