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3-03-2011 @ 3:26PM
But then you can look at the chains back in vanilla, because they were there and no one can deny that they were piss poor.Things like turning up in Westfall and;"Hey friend, kill some defias for us will you?"15 minutes later"Thanks for that, oh, it looks like there's some more defias we need you to kill. They're at the farm to the west. Be a darling and kill them too. Thanks"25 minutes later"And a moonbrook, thanks. Just go past that field I just sent you to and hang a left."30 minutes later"Ah, yes, behind Moonbrook is dagger hill. Duff them up for us too, thanks"15 minutes later."Ok, great, thanks. Ok, now there's a friend of mine in the lumber mill, he wants some defias bandana's. He wanted them from when you got here, but because the questsonyourminimap feature hasn't been implimented yet, you never saw him. Oh well, sucks to be you."Not only were they frustrating as hell, they didn't tell a story. They were chores. That's what pretty much all of the quests in Vanilla were, but that's why they got away with not being linear. You can't just drop people in the middle of a quest chain when it tells an advanced story, not with a game like WoW, it's not designed that way (yet).You can either run around however you like, doing random quests that tell little or no story, or you can follow a story from start to finish. If Blizzard could add dynamic quest text to allow the game to write the story based on what you did previously, then great. Fantastic, I'm all for it, but I just don't understand this aversion to quest chains NOW when the only note-worthy stories in Vanilla were ALSO quest chains. I'm wondering now that I typed all that, is the issue here really about quest chains or is it about quest logisitcs? Because THAT is something that annoys me a little. By quest logisitcs I am referring to how a quest that has NOTHING to do with a questchain only becoming available after completing a step within a quest chain, just because you're going in that general direction, or how all dungeon quests are now at their entrance instead of being a little scattered and giving the world a bit more scope.Scarlet Monestary, for example, had questgivers in Hillsbrad, Desolace and I think Stormwind, which made it feel that the events in that place had an effect across the world. That has been lost in my eyes.
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