Just another tired Commander from Tyria. A side blog more geared towards Guild Wars 2. With personal
screen captures, art stuff, musings and comic/stories revovling around my commander character(s). Main blog: Zadok Engel
A new series of Illustrations I'm planning to create depicting all the Elder Dragons from Guild Wars 2. So far I've done Mordremoth and Soo-Won. :D
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In the promise of regaining her warband, Calvina has been tracking her ex-warband comrade turned traitor Vesuvi Soulstriker for months, her trail leading her to Cantha.
Hey gw2 peeps I recently learned that this interview exists (it’s from late December last year)
And I think reading through it gives a lot of context for why the latest update(s) may not have hit the mark for more story inclined people.
(My own thoughts/analysis under the cut. I’ll try to be vague spoilers but it comes with the territory)
Ok first to get it out of the way: my thoughts. I like this update! I think the new part of the map is beautiful as always, and it feels a LOT livelier than the first part. The new meta is less intensive than The Road to Heitor and feels fun to drop in and to replay, which is nice. I love all of the events that focus on helping civilians. I’m glad we have a portal from the Wizard’s Tower now, too! I haven’t really dug into all of the new weapon proficiencies on all classes, but I am enjoying engineer shortbow in WvW! I think this update has a lot more than a lot of people are giving it credit for, because what’s here is more mechanical gameplay than story instance content. I’m ok with the player character being A Hero and not THE Hero, but I do wish the commander had more speaking lines because it’s the little things that make the story so immersive and fun for me.
Speaking of, I want to highlight a quote from the interview I linked above. The rest of it is really fascinating, but this part stood out as specifically relevant to the discussion being had.
We’re learning a lot about how we develop and release content on this cadence, which absolutely has a downstream effect on the player experience. The overall shape of development between expansions 4 and 5 are very similar (timelines, resourcing, etc), even if the content and features are not. This means that we’re able to focus more on refining our development processes than reinventing them. The better that we can identify production issues like undocumented dependencies, bottlenecks, resourcing issues, etc, means that we can proactively address those issues in future dev cycles.
From our experiences with Secrets of the Obscure alone, we’ve adjusted development schedules, review processes, dev resource allocations, documentation and communication practices, and more. All of these contribute, to some degree, to improving the quality of what we deliver.
So basically what I’m getting here is that SotO was a huge adjustment, and if I’m reading between the lines correctly, I would guess that the adjustment was probably a little rough (to put it mildly).
I think this is why the story instance content was weaker than what other updates have provided. It makes sense that if a speaking part had to be cut/diminished, it would be the player character’s. 10 different voice actors for each line of dialogue is a lot more difficult to plan logistics for than a single voice actor reading ten lines.
But it also makes me hopeful that the devs at Anet will continue to learn from whatever might have gone wrong, and I am really excited to see what’s next!