So now that GW2 has been out for a bit, I thought I’d reflect on one of the things that has bugged me so far while playing the game. Just to clue you guys in on my state of things, I bought the game about 3 and a half weeks ago, and I have a lvl 50 guardian as well as some other <10 lowbies.
My main issue with the game so far has been the (extreme) lack of cohesion moving through the different zones. Let’s break down the gameplay elements that lead to this feeling so we can pinpoint where the problem lies.
Insofar as I can tell, there are 3 main mechanics that make up the “questing” in GW2. We have Personal Story, Heart Tasks, and Dynamic Events.
Between the 3, Personal Story is by far the most compelling with respect to your character. This storyline is where your “legend” is created, and you get to watch/decide how that unfolds. Your Personal Story is the closest thing to what I would call “traditional questing” for the following reasons:
-Events follow a chain pattern where one section might just be a bit of dialogue, and another may require a big boss fight at the end of a long story arc.
-Sometimes the player is sent to an entirely new zone in order to progress in their Personal Story
Heart Tasks seem to be the most out of place to me. They are strewn about each zone, with a vague background associated with each one. With each Heart, some conflict exists that the player must resolve – usually by repeatedly completing any of 3-4 different tasks until enough progress has been made to satisfy the conditions and receive the reward.
In my opinion, the three problems with the Heart Tasks are:
-They just pop up sans explanation, and the player has to go out of his/her way to learn more about whats happening to warrant their active participation in the problem. Anet has made it so easy for players to just blast through these without giving them any thought or providing a story-backed reason (which is a vital element in MMOs)
-The variety of available tasks to complete is quite small, and oftentimes I find myself endlessly grinding through enemies to fill the progress bar. Yes, there are some instances where the different activities to do are fun and new, but so far it has felt like 95% of the time I’m bashing heads in without knowing why.
-Related to the previous point, because Heart Tasks just pop up when you are in the appropriate area, there isn’t a defined “beginning” to any of them. The closest you get to an introduction is when you talk to the Scout who points out the location of the heart, and then subsequently when you speak with the “quest giver,” which isn’t even necessary (and in fact feels like a waste of time to do so). [YES, I understand that you could argue that it’s my fault I find these Tasks devoid of meaning because I’m too lazy to go talk to the NPC for 10 seconds, but my point is that Anet really hasn’t incentivized doing so. Why bother having them in the game if they effectively serve no purpose?] Similarly, these Tasks have no definitive “ending.” In fact, they abruptly end without much fanfare and while I appreciate the cute note with some coins that I get in the mail, I don’t feel as though I’ve made an impact on the situation.