There are a lot of great effects stemming from the Guild Wars 2 event system. Constant activity, grouping by just playing with nearby players, and a dynamic world are some of the biggest features. Yet, in a game without the exclamation hat-wearing questgivers a lot of compartmentalized functionality that quests embody could be lost. We are so used to modularity; will we be ready for the leap to a dynamic world MMO?
The biggest change in functionality is at the start and end points. A quest is started punctually with a lead-in story. There are wolves in the walls, and Farmer Neil and his pig cannot sleep. It is irrelevant when the wolves got there because as far as you are concerned, the problem just arose. Sure, Farmer Neil might’ve told tale of how he has not slept in days, but you are there now. The world is as Farmer Neil told. So, you go around the farmhouse, crawling into nooks and crannies, killing respawning wolves, and looting [jam-filled socks] off their dying wolf bodies, and after ten dead wolves or so, you return to Farmer Neil with a new look above his face. He tells you how grateful he is to be able to sleep, gives you some money, and the module ends. The story might continue with word of the biggest, fattest wolf on Tooba Hill for the next quest, but during Farmer Neil’s quest, a complete compartmentalized story was told.
Continue reading Guild Wars 2 Events: De-Compartmentalizing