I like the concept of year-long story lines, and I enjoy much of the stories being told. I don't entirely agree with some of the creative decisions in how they implement the year-long stories, so I wouldn't necessarily say "this is fine," either. I'd like to see them further refine their approach to these stories.
I like the concept of year-long story lines, and I enjoy much of the stories being told. I don't entirely agree with some of the creative decisions in how they implement the year-long stories, so I wouldn't necessarily say "this is fine," either. I'd like to see them further refine their approach to these stories.
I don't care about the arc of a story line. What I DO care about is that it is engaging. That being said, better writing is sorely needed. Summerset was that last story line that held my interest. Since then I make it about a third of the way through before all I want is to get through it quickly for the skill points.
Rasande_Robin wrote: »I don't mind the year long story. Though I'd rather see the trial in the 4Q DLC.
With the main protagonist as the last boss.
It's just that the villain has been such an anti-climatic boss fight in these year long stories.
I like each year having an overarching theme to its story beats.
I think this is complaining just to complain.
Also, on a side note, in regards to Delve design being "boring" there is a delve in The Reach that is literally a whole fortress. I don't think Delve Design is lacking because of "year long story".
90% of the Delves in the game are small caves. That has always been the case, even before "year long story."