Elate said:
Just because they're biweekly doesn't change a whole lot though, they're still maybe a few hours worth of dicking around, and that's it.
Call me silly, but shouldn't a 'story' be experienced in only a couple hours anyway? 'Story', for me, does not constitute the brunt of my play in any game, and especially not in MMOGs. It may be the
reason I play, but it's the game played; i.e. the activity performed that gets me to and through the story. In any case, even a bit of contextual intelligence might tell you that a story crafted in two weeks might be a bit short.
But to look at the big picture, I think people are disappointed with Living Story because there isn't much, if any story content like it. Most games have one large story, or large stories in large, contained pieces, but this is the first game where various 'vignettes' appear, and regularly. As they fade, I'm prone not to not consider them 'part of the game' (whatever sticks fits the bill, though). People just are not used to the delivery method.
I have my problems with GW2 myself; I need to see this game prioritize PvP first, and ALWAYS. It's just about the only spirit that GW2
can hold from GW1, and it's hardly improving, if at all. It's nice to see a focus on story, since it was definitely an afterthought (though a quality one) in GW1, but PvP was always the main draw to the game. But for the record, I'm not worried about an expansion, though I'd love one, and think it's due; GW2 is a much bigger game, and even with the engine available, most likely would take more time than GW1's expansion rate (which was pretty damn close if not exactly 1 year reps).