now we get to the bread and butter of this post (sorry about all the sprinkles, I just want to minimise misunderstandings as much as I can :] which also reminds me, if you haven’t already you should try “fairy bread”, it’s bread with butter and sprinkles), I’l start with the worst offender; heart quests.
HEART QUESTS: these little buggers are not only the driving force behind quest, but also one of the most immersion breaking. when i say driving force i mean that while one their own they may not be the majority of quests (once you factor in events that is) but they certainly steer the quester around the area, and are what questers do between events, sadly there is only a few in each area but I think with the frequency of events it’s not too much of an issue.
the real issue is how they are presented to the player. the way they appear on your screen when you get in the general area is fine if your just doing them to get to the next thing (in a way grinding them) but if you actually want to enjoy questing I find these to be massive inhibitors. they break immersion in both ways, as a character in the world I have no way of knowing these things without talking to the quest giver, and as a player it breaks down the quest into a “go here do that for exp”, it negates any sense of presentation, sure I have the option of talking to a quest giver before doing it but because I already know the objective and details it becomes something I do just to tick off a box in my head, again devaluing it into nothing more than a set of objectives I need to do in order to progress, it still negates the sense of questing and makes it feel like a grind.
the solution that I would recommend wouldn’t drastically change anything and I believe it would make these a much better part of the questing experience, simply add in the option to hide the objective until you have spoken to the quest giver, still have it track your progress but don’t show the quest in the quest log until we speak to the quest giver, this brings back immersion as both a character and as a player while not impacting those that like it the way it is.
PROGRESSION: this is more of a category of issues, so I’ll break it down into sub issues. the things with the progression in GW2 is that for questers it’s off, once I’ve done the quests in an area I am still several levels under the next natural progression (by natural progression I mean the next level bracket area that leads on from the previous one, sort of how a sylvari will go from caledon forest to brisban wild lands), this give me two options, both equally bad.
my first option is to do all the areas exploration, vistas and PoI, this ruins my immersion as a player because I’m only doing these to get levels, thus I’m grinding so that I can continue questing, but that’s not the worst part. the worst part is what ramifications forced exploration has for the nicely crafted world. when exploration is mandatory and you are only doing it for levels it becomes a basic “go here do this” objective, the then turns the area between the objectives into a travel zone (at least in the mind of the players) which in turn devalues the world space that the devs have put so much effort into crafting well, but again, this is only an issue of you are being forced to do it, if you enjoy exploration and are exploring because you want to this is a non-issue.
the second option is to go to another level appropriate zone and quest there, but this breaks my immersion not only as a player but also as a character, it has been put to me that it makes sense to kill weaker guys in order to get stronger, and that it does, but it doesn’t make sense that after looking at the guys in the next zone my character up and decided to travel all the way to the shiver peaks and bash some of those guys around to get stronger. as a player it’s even worse because now I’m not questing because I enjoy it, I’m now questing because I need the levels it provides, now any notion that I was questing rather than grinding has gone out the window.
(edited by Zoridium JackL.7463)