This is not the quest that turns the tide of the war; it never is
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 16 September 2013, 10:20 am
When you get down to it, the GW2 hearts are quests. They're a lot more flexible than WoW quests, but they are ultimately quests. At this place, do this or these things. Yet there is a key difference that I think makes GW2 quests superior. It's in the quest text.

It's not the lack of quest text. They have that too, if you hover over the heart. They even send you letters, which is better than needing to trek back to the quest giver through the bandits that you supposedly wiped out but have since respawned. But that's not the big improvement.

Quests in WoW were almost always about advancing. Complete this quest and you'll have changed the world. You assassinated the enemy leader, smashed their army, and saved the day. This then looks ridiculous when everything has respawned. WoW dealt with this with a mix of phasing and ignoring it.

Quests in GW2 are almost always about maintenance. Sometimes they are literally that, including fixing broken equipment (which I suppose are repairs rather than maintenance and the accounting department is going to be on my case). Often times they're more generalized: thin the herd, keep spiders away from our apple trees, help downed patrols. All of these are things that need to be done, but none of them are the single thing that breaks through and wins the war. It's all keeping the world from collapsing, rather than raising it up. While that sounds less fun, it also makes a lot more sense in the context of a game where everything respawns. WoW dailies have this same feel, but they are dailies and therefore get no praise.

In general terms, WoW quests are written for a non-static world, while GW2 quests are. Given that both worlds are essentially static, set pieces placed there to entertain, rather than to be remade by players, it makes a lot more sense to write the quests to fit the static world. In effect, by accepting that it is a theme park they make it look less like a theme park.

Even the dynamic events fit into this. Something shows up to go on a rampage and we stop it or don't. If we don't, then there is an event to clean up or retake lost ground. Alternatively, if we capture something, we then get an event to defend it. The enemies actually fight back and can do so successfully. If events simply reset, then we'd have the illusion of progress. Instead, we can actually make progress, taking and holding ground, but if we heroes wander away for too long it falls apart. It is temporary, but it is not illusionary.



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