Verno wrote on May 1, 2012, 09:00:
I'm curious, what are the events and stuff like? Is it generic kill mobs type stuff or is there a bit more variety? I'm having a hard time imagining someone doing more than the Rift style crap but would love to hear if ANet went any further creatively in quest design.
Most events could be categorized as
1: Kill a wandering boss
2: Invade a monster camp, kill them and take over
3: Invade a monster camp and smash their stuff/rescue people
4: Escort
5: Defend a human camp from waves of attackers
6: Defend a finite set of objectives from being killed/stolen/kidnapped in an attack
7: Collect a bunch of items from monsters or world objects
But I think if that's all you're seeing it as, you'll have a hard time understanding what's compelling in the game. Taking a fort from the centaur feels different than smashing up an ogre camp. Defeating a huge flame golem feels different than a rampaging giant boar. You're in a new area with new enemies and a new story and personally, that let me get past the underlying coding and enjoy the experience. I wasn't thinking, "oh another #2," I was thinking, "how do I beat this centaur chief?" and "I wonder what will happen once we take the camp."
I don't think it's for everyone, but it's definitely a significant improvement over any static or public quest system I've seen.