What i mean is that many hearts areas seem to be disjointed and arbitrarily placed with little background or “meat” to text dialogue. I’m finding myself perplexed as to why there are no solid battle lines implied in the map design. You have Centaur, Dredge, etc..what have you maintaining camps in all areas around areas that other groups maintain, even in areas that don’t have events where takeovers and battles between the two groups take place. It just doesn’t seem very cohesive, as if there wasn’t much communication or thought put into the premise of each area. The content is purveyed in a very messy manner and i find it very hard to understand why certain structures or places exist as a result of 250 years between the first Guild Wars. I don’t like how it’s supposedly implied that we should accept these world changes without background information and i feel like developers could do a lot more to inject lore and meaningful dialogue into the maps they’ve created. Right now, i feel like what they do have is very superficial. For example, there’s a skill point in a dredge cave that just tells you about why the dwarves died out. It seems like a lot of the content was designed solely for the benefit of players new to the franchise and it sometimes feels like the content is impersonal and shallow because of it. This type of design does not help the game feel like an MMO. Maybe make a map instance for each area (like a raid) that players can party up for to learn more about why the steam creatures exist in Lornar’s Pass for example. I’m just feeling like the world sort of insists upon itself with very little background and thought to why each individual place exists. It’s reflected in the area names (Mistarion Beach, lol wtf) when you see all types of derivatives..it seems like they let 12 year olds name the spheres of influence on the maps. The reason i felt it was necessary to mention this was because i was exploring Lornar’s Pass today and just felt like everything was disjoint. I didn’t feel like the world was alive, i felt like i was playing out an amalgamation of faulty concepts and hopes that the developers had when they designed the game. I just feel like the interaction between the player and the world is very shallow. Looking back on each area, i remember each individual sphere of influence, but i don’t feel like it’s all relative to an overarching experience. The game just doesn’t feel right. It feels like deliberate busy work rather than a cohesive, dynamic experience. Thus is to be expected from developers that transition from a CRPG-like game such as GW1 into GW2, but i’m feeling like this game took a bad turn in the conceptualization room. Does anyone else feel even remotely similar?