I hear a lot of people saying that GW2 is so much better in its quest design i.e. the Task system, which are the hearts on the map that you go to do, and the Dynamic Event system. I thought I would take up the Quest and Task-system (not speaking of the Dynamic Events in this thread, mind you, I will do that later on though) and then compare the two, answer why they are being used instead of the other, and what for.
- I will by no means conclude on one being better than the other, because both has their flaws and merits.
First up: The Quest-system
- I don’t think I need to tell you what the quest-system consists of. There are quests around the world, which are given to you by NPC’s. You then venture out into the world, do your thing and return victorious to the quest-giver.
- Some people find this an inconvenience, now that there is an alternative in GW2 to this, but then: Why use the quest-system?
- The quest-system includes interactive gameplay, immersion and lore. The quest-system works as a storytelling aspect of the game, and it is used not only in MMO’s but also single player games (Skyrim, Jak and Daxter, Assassin’s Creed, etc.).
- The idea behind it is to give you a task, where you are explained why you are doing it, giving you insight into the lore and story of a particular place and the people who inhabit it.
- In other words: The quest-system has an emphasis on Immersion, or immersive gameplay if you like.
- One of its biggest flaws seems to be telling you to kill a certain number of enemies that are just standing around in the field, not doing anything. Also, many find it inconvenient to have to talk to NPC’s (but that is a matter of personal preference. I like getting to know the world and people there, whereas some people just want to max their character and gear, or some such).
Next up: The Task-system
- The Task-system is like the quest-system but it takes away the middle-man, called the quest-giver. Also, it does not tell you to do any certain task, or kill a certain amount of enemies. You get a bar that keeps track of your progress as you contribute with any one of the tasks that you want to do.
- ANet designed it to be convenient. People wouldn’t have to search around for quests but could just do them as they appeared. The only problem is that players mostly don’t know who they are helping, or even why.
- The flaws of the Task-system is that the immersion into the game is lacking.
You don’t get any insight into the lore, and the NPC’s that you talk to don’t have much to offer of a conversation. Again, ANet designed it so you can do what you want to. You can talk to NPC’s and get information, if you want to, but even then there is not much depth in it.
It seems like you are just running from place to place being a good guy (the quest-system could have a shady character giving you a quest, and you had the option of being a “bad guy” at times).
- The two major problems are:
1. with only one task in each area of a zone, you don’t really get to “fall in love” with a village or an area, and you don’t get that much information about the places either.
2. you are shown on the map, where these Tasks are, which is guiding your step, instead of letting you discover the content for yourself. Also, when you are done with a zone, it may say on the map that you have discovered everything in that area, when you might just have missed out on a lot of content.
- The first problem can be solved by talking to scouts that tell you what is going on in a place, but generally there are only fighting and gathering tasks around, which does not add much variation to it. Right now it can get predictable and dull with the task system (Personally I hope and expect to see some changes, but I think they will be betting more on the Dynamic Events).
- The quest-system could also have added some info on conflict. A charr giving a quest, where he states his hatred for the human race, or an Asura stating his frustration over the simple minded allies. It is there in the form of NPC’s that you can talk to, but as previously stated, there is yet to be added more depth.
In conclusion:
- The Task-system is more convenient than the Quest-system, but offers little insight into the lore, unless you go looking for someone to talk to, who may or may not have something interesting and informative to say. Also, it does not take long to do a task, and getting acquainted with places in Guild Wars 2 is harder than what I have experienced in other MMO’s and single player games.
- The Quest-system offers more of a storytelling aspect, and more depth into the lore of each place. It makes it easier to get acquainted with an area, and to know what is going on. However, for those who just want to max lvl their character, or those who have already done the quests and just want to “get it done”, it can become a daunting task to travel between the quest-giver and where you complete the quest given to you.