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Hi,
I'm playing through the 1 hour of unskippable dialogue from Moonbridge onwards and I'm dying - so while I wait for this story to finish its excessive number of dramatic pauses I decided to funnel my mild frustration into feedback because I want the writers to STOP DOING THIS.
There are 3 huge errors the story writing team are making that I should not have to explain to a professional:
1. Fortunate events/ex-machinas should ALWAYS ONLY BE IN FAVOUR OF BAD GUYS. The difference between "you were about to kill the enemy, but they rolled a d20 and got away" is waaaay more engaging than "your enemy was about to kill you, but you rolled a d20 and got away." The use of luck/fortune in a story inherently DETRACTS the favour of the audience - that's why you always use it on bad guys because the audience hates people who are successful because of luck. The whole arcane river storyline has been carried on the back of the FLYING FISH and THE WEIRD SILVER NAMELESS GUY WHO SHOOTS A GIANT LASER BEAM TO SAVE YOUR BUTT COZ NO REASON EX MACHINA PLOT ARMOUR. stop this. bad!
2. Victimhood does not inherently invite compassion from the audience, rather, the will to take a risk to change your circumstances is what makes the audience root for a hero. A beggar is hungry on the streets and the king lashes him for entertainment - I don't care. A beggar is being lashed because he tried to approach a King - I care. Stop victimizing characters and expecting the audience to be invested. The Empress has a giant shield and it broke and half of the cygnus army dies coz big laser from Gloom - I don't care. Empress willingly sacrifices her own ship to protect even a few of the cygnus knights from giant laser - I care. Really small changes, makes a huge difference to story engagement.
3. A videogame story should MAXIMIZE PLAYER AGENCY. Maplestory is not a visual novel/manhwa - it is an INTERACTIVE experience. For books/movies the mantra is "show don't tell". For video games it's "do don't show." If the player is jumping between 3 ships to try to keep the monsters at bay - THAT'S LITERALLY A GAMEPLAY IDEA - have 3 ships that are being overwhelmed and let the player figure out how to balance their time on the three ships. Please do not "yo, that ship is being overwhelmed. Please kill 20 mobs." like ahjfkladjghladgjkh
There are more things (like excessive unwarranted introspection) that I could complain about but these three are just poor storytelling mistakes that ruin the mapleSTORY experience.
Please forward to relevant team.
Ben.
Comments
Other than that, I agree that certain parts (Labyrinth of Suffering in its entirety) if not most of tenebris are hilariously bad.
Korea gave them hell for Tenebris which was not well received at all.
in other word variety is a must ...not all story need to be the same....if your thing is to love good guy to alway win thats you, it dont speak for everyone else
however what i dont like in story is like what happent in lets say Dragon Ball Super......that a-pull giving Roshi a 1,000,000X power boost out of nowhere...same for some other characters
....aka adding things in the story out of nowhere without anything that can rly back up why that happen other than the author didn't care and wanted it that way
well..the black mage story could been better overall...but better than never creating his story which Magatia sparked years ago.....it had potential the way they wrote it in Magatia, but turn out to be like a 4/10...at the same time i think thats fine....its better than rehash stories
stories which came out fairly unique in term of animes
Overlord(not sure how to describe that one but it is its own style)
Made in Abyss(delve in a huge hole "dungeon")
Fairy Tail(giant guild)
SAO(Sword Art online) the first anime that take place inside a mmo..not the best writing but it was the first of its kin
possibly missing some other truly unique ones but eh....just wanted to show what make stories really interesting