Many people have observed how Guild Wars 2 content flows naturally across the map. In WoW or LotRO, you know you are done with your current quest hub when your quest list fills up with “go talk to Alice, Bob, Cogsworth, and D’rkesh in the next hub.” In GW2, theme park ride A exits by the entrance to ride B, and because you do not need to go back to town to turn in your quests, you just keep rolling. “Protect the caravan” events are an obvious, justified way to move people between towns, and frequently a defense event will transition into an assault event that has a similar effect. (More on that tomorrow.) Scouts also point out the rides in advance, in case the flow fails.
My point today is simpler: the mini-map design is excellent. The right side of your screen naturally pushes you to keep rolling through new content. I have often spotted and followed a trail of resource nodes into a new area. More importantly, the map includes things that are off-map. A waypoint you have yet to find will appear at the edge of the map, guiding you toward that new content. It hovers enticingly, retreating as you approach until it is legitimately on the map. I never would have thought that I would want a map that shows things not on the map, but it works beautifully. Look, a dully colored thing! Go light up the dully colored thing!
Just above it, you have a list of hearts and events. Those work beyond the mini-map, too, particularly the events that alert you to nearby opportunities. Look, an orange thing! Go see the shiny orange thing!
The grinning bobcat refused to disclose why he grinned.