Quote Originally Posted by Voidmage View Post
-snip-
While I don't necessarily disagree, the primary issue, as has been covered several times over in the varying threads in the forum, is the writing.

The entire story is focused on Wuk Lamat, her journey and her perspectives as she pursues her desire to become the Dawnservant.

The reason why the sidequests worked and the main story did not is a myriad of technical writing issues. To break them down, the writer(s) wished to focus on a central figure, to make said figure likeable and the only way they knew how to do this was to have everything revolve around them.

The narrative often refuses to engage with, give ample time to, and create character dynamics with the travelling party because, as I mentioned before, the writers may be insecure or egoistic in their beliefs of the players needing to/liking their protagonist. This is merely speculation of course.

Because of the inherent need to have a new "marketable" character, the writer(s) failed to understand what makes a narrative compelling.

Yes, we like to see characters grow and develop, we like to see them succeed. We also like to see how they engage with others and the world around them. Erenville being native to Tural and a "close friend" to Wuk Lamat is barely explored because the narrative is far too concerned with making sure that Wuk Lamat can be a 'tour guide' as well as cultural ambassador, comedy relief and, super powerful badass.

She is attempting to fulfill all the driving factors of each narrative, and when she isn't, her presence is mandated in some shape or form.

For example, Shaolaani's small sidequest is primarily focused on Wuk Lamat's nurse maid's bracelet being stolen, one that was graciously gifted to her by Wuk Lamat. We have little time to learn about the people of Shaolaani and their culture before and after.

This is because the narrative refuses to give any sort of space to the other characters for them to speak about the world, the people, and engage with others outside of trying to further the development of Wuk Lamat.

The sidequests were facilitated by the WOL because we need to be there to experience the events (and for gameplay purposes) however, the stories are self-contained and focus on the main characters who have, more or less, equal amounts of screen time to converse, reflect and engage with all parties. The focus is distributed evenly to the development of all (the two NPCs grow as characters, we learn more about the world and develop connections to these people).

Characters are allowed to reflect on what they learned, to speak their theories to others. It becomes an issue when the only information that is commented on is solely for the purpose of attempting to reinforce a character's behaviours/personality/ideologies/"""development"" (which happens far too frequently in Dawntrail).