But lack of traditional quests was a selling point, I just recently watched the Gamescon presentation from 2010. As for seamless zones, that’s a day 1 design decision on both the server and client side.
I know they tried to use it as a selling point and I think that was a mistake. If you look at how they announces the events (maybe also in that 2010 GamesCom presentation?) they talked about how it would make the world feel alive, how you had an impact on the world, how it would not be like events where you kill 5 of x and 5 of y.
Problem is that events did not manage to live up to that. With a traditional quest you even feel more like you made a change / you had an impact because it’s something that completed. When you talk to an NPC after you completed its quest, it will react different to you. The events are just happening again and again. As soon as you notice that events start to feel useless.
Also almost all events still are basically kill x and kill y just with the difference that now the sum counts instead of having to kill 5 of x and 5 of y, 10 of any will do as well.
Biggest problem however is that the traditional quest were also able to tell a story. They were not all kill 5 of x and 5 of y. Some told a nice story, made you feel connected to the world and the NPC. Quest-chains where a good way to earn fun / good unique reward. Anet has been struggling from the beginning to deliver this, but events just did not manage to do this. So the big positive about quests is not delivered by events.
I still remember some of the stories from NPC’s I did meet in other MMO’s and once went back to an NPC after they changed that zone to know where the NPC was now and if the text had changed. That is a connection that you do not get so much with events.
Events are great, don’t get me wrong. But they are just not able to replace traditional quests completely. They are however now supposed to do that and that’s a problem. Events might also be harder to implement and so we might have less? Also they are maybe up 1/3th of the time, so you would need 3 times as many. I have crossed maps without seeing a single or only a single event. Even walking pass villages and houses with NPC’s. Traditionally you would find multiple quest at those NPC’s. So I clearly see multiple problems there.
About the seamless zones. I have seen early images of the map that suggest that initially they did not want to have seamless zones. (The part between Vivinity’s Reach and Queensdal was visible on that map, showing how roads went from one place to the other) Probably they had technical reasons for not implementing / abandoning seamless zones. Nonetheless I think that is a bigger problem than many people think. Entering a new zone in an MMO is always (or was for me) somewhat of a special memorial moment. You walk in there and see this new land, new beast, new buildings. Now with portals there is this loading screen that completely breaks the immersion.
I would also not be surprised if waypoints have been introduced because of the seamless zones. If you want to cross multiple zones and have a loading-screen for every map that will get frustrating. Waypoints solve that but also make the world feel small. You lose a connection with the world. Waypoints also never really where a thing in the lore (until S2 at least) they even go against the lore as Asura portals make no sense anymore. That makes me think they have been slammed in there to fix something else.