Alright. I'm digging into this post now. I'm not going to quote and pick apart your post line by line, but there is an interesting discussion to be had here and now is as good a time as any to have it. Spoilers abound, obviously.
With distance can we now acknowledge that Season 2 was a significant step backward from Season 1?
I most definitely disagree on the "significant" part, but in terms of comparing the two seasons I think they both have their pros and cons.
The most obvious difference (and thus, the one that's quickest to cover) is the storytelling, both in terms of structure and presentation. S1 lacked coherence for a long time (Scarlet didn't even shown up until it was almost half over), had the story occurring in too many different ways / places (dialogue boxes, short cut-scenes and worst of all, outside the game as blog posts), and threw characters at you only for them to disappear just as quickly (Rox and Braham especially, but Kiel as well for long stretches). In terms of story telling, the "instanced motion comics" of S2 are a
huge step up from S1; Hidden Arcana alone with the Priory basement and Glint's Lair solidly beats any storytelling in S1 by a country mile. So I feel, in terms of making us care about what's happening to the characters and the world, giving the lore junkies stuff to chew on and moving things in a clear direction, S2 is a vast improvement.
I disagree that we've "traded" big set pieces like the Marionette, Nightmare Tower and (my favorite) the Battle for Lion's Arch; the big open world stuff came in the form of Dry Top and the Silverwastes, which took the lessons gleaned from those big events and made them more permanent features. That point there cannot be stressed enough either; things like the Marionette were incredibly cool, but the fact that they're no longer available is a huge negative and another big plus for S2. The impermanence of S1 was one of it's biggest issues, and probably the biggest complaint the community had with the Living Story.
While were on the topic of zones though, it's worth noting that S1 only added Southsun Cove, which was quickly abandoned by everyone but farmers and those unfortunate souls forced to endure Karka Rush, while I would put Dry Top and the Silverwastes up as two of the most impressive and content-dense bits of real estate in the whole genre. I also think peoples' memories of how it was added are also a bit off; as neat as it was to be invading enemy territory in real time
in theory, the reality is that most people were getting 4 frames per second while culled Karkas insta-gibbed dozens of people at a time for hours on end, not to mention the drama over getting disconnected and not getting the chest with the absurdly high precursor drop rate.
There's also something to be said for the overall quality of S1 vs. S2. Season 1 had all of those great, memorable events, but there were just as many duds; Flame and Frost was a slow burn until the Molten Facility, the two "Return to Southsun" chapters amounted to very little, there was a whole two weeks where the Tower of Nightmares was visible but you couldn't get into it, etc. Season 2 definitely had some dry parts as well (especially early on), but I don't think a chapter went by where I ever finished the story up and then didn't log in for two weeks (though the abrupt ending of a few chapters definitely had me asking "Wait, that was it?" but at least there were other things to do)
I'd say a lot of the much-lauded events from S1 fell completely flat as well. Both the Queen's Pavilion (not the Gauntlet, which was awesome) and the Scarlet Invasions turned into giant farming orgies (the latter being purposely sabotaged by farmers, in fact). Dragon Bash (since it hasn't repeated, I don't think we can give it a pass for being a holiday) gets lumped in there as one of the worst as well with the godawful achievement grind. On that note, the achievements for S2's story chapters have actually had a measure of skill-based challenge, feeling like actual accomplishments rather than repetitive nonsense).
Worst of all, it feels like we sacrificed
part of the game's original vision for mechanics with better monetization. It's only positive aspect, replayability, is negated by the quality of the content. I know this post is harsher than my usual tone, but there needs to be a countervailing voice warning new and returning players to save their gems.
I don't feel like anything was "sacrificed," for monetization or otherwise; there are still big events, but they're tied to zone meta events so new players can experience them after the fact. That's also why S2's re-playability is important; playing through once or twice is usually enough, but having them available forever if players want to experience them is important (again, the reaction to content being made unavailable after a certain point was a big point of contention, just look at how the community acts about SAB). Whether you think the quality is good or bad, players have the option to play it if they want, and that's kind of important.
(Aside: If we want to talk about monetization schemes, this week in the Elder Scrolls Online has been... educational, to put it mildly.)
Neither season was perfect; Season One's highs were
magnificently high, and most of my favorite moments in GW2 (Labyrinthine Cliffs and the Battle for LA) are from that first year. I wouldn't trade S1 for all the world, but having said that there were also some pretty low lows. Season 2 felt more even overall; the highs weren't as high, but the lows weren't as low either. The big set pieces were also meant to play out over a longer period and continue indefinitely, so they didn't have the immediate impact where you need to do, say, the Vinewraith or you'll miss it forever.
I still believe that things like the permanent state of Lion's Arch and the ruins of the Nightmare Tower are important because the promise of MMOs has always been a big, persistent world where things change to reflect ongoing events. So you can look back and go "Oh damn, I remember when this was all green fields before the war." (and to some degree we have had that in Season 2, just on a smaller scale, namely Fort Salma and Concordia). But I can also imagine how shitty it must be to play the game and have everyone talking about the cool stuff you missed and can never experience.
So I think a combination of the two seasons would be ideal; dramatic, world-changing, temporary events (so long as they're built to come back later as special events / fractals, which are criminally underused for preserving old content) with a mix of the permanent story-and-lore driven instances. I
want an instanced version of the Battle for LA where players can go witness that (to some degree) first hand, or dropping the Marionette down into the Pavilion as a special yearly event, and things like that.
Take it as an excuse or a reason, but the Living Story is still a fairly unique approach and I get the impression that ArenaNet is trying to get it right while simultaneously juggling the demands of the community (namely that they want both lots of content often but also a big expansion). Season 2 rolled out much smoother than Season 1 and will be accessible to new players forever, so I'm very curious to see what ArenaNet plans to do after Heart of Thorns is released. In a perfect world they would pick right back up with a Season 3 that delivers the best of the previous two, but it's all one big unknown at this point.
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As a final note, I disagree that there needs to be a "voice in opposition" to the mere suggestion that players pick up Season Two; people can decide if they want it or not, and I think everyone has made it clear that it's not a necessary purchase if you have friends who've unlocked it or just aren't that interested in the story. I know I've always been careful to point those two facts out, both here and in-game. I'd also add that whether you feel the quality merits the purchase or not, that a system is in place for when it is considered good enough to replay is itself a very important thing.