Everything old is new again. Guild Wars 2, famous for its innovative “no quests” MMO gameplay, now has a growing demand from players for old-school, kill-ten-rats quests as part of its game world.
But why? Well, there are definitely problems with the way the game works already – but does that mean that quests are the solution? Jeromai of Why I Game really doesn’t think so – and he takes the “gief quests plox” argument apart in a fascinating post looking at the problems and solutions of GW2’s current gameplay style:
“As for stories, well, even across the open world, some of the dynamic events may feel more generic than others – nameless bandits, centaurs, Inquest, Risen, whoever, just rushing to the slaughter.
But I remember Rhendak the Crazed pretty well, mostly because I keep joking he’d have to be crazy to sit all day underwater waiting for people to come by. I remember the ghosts in Barradin’s vault VERY well, because Ivor Trueshot kept pwning my lowbie and Horace still tears up my downleveled 80 and I recall them as people from Guild Wars 1. I even remember the Bane warband going on their regular ghost patrol, if only because they and my character share part of their surnames.
(I even remember that most useless group of almost-pacifist ogres that need their hand held with everything – even if I don’t remember their names.)
I think what we’d really like is to get to know some of the characters in the open world a little more. Learn their names. Hear their stories. Get involved in meaningful ways. Bring a little more personal story into the world story.”