Miragee, on 09 November 2012 - 01:47 PM, said:
This, so much. It's right that MMO-players don't really care much about story and lore in most cases. But there a lot of poeple who care. The story in gw2 is very weak for most parts and the heart quests are mostly boring and weak in their story. GW1 wasn't a real MMO so it didn't have problems with lore either. Looking at the story of GW1 and a lot of quests in certain areas than you will see that there is a lot of interesting lore. It's like GW1 finding out about a part of the life of an old civillsation by helping a ghost in the crystal desert where you would milk cows and cath chickens 20 times in a row and get the story of a farmer that has to much work. That it is imho the right comparison about the depth of quests in GW1 and 2.
That's the big difference between hearts and quests.
Hearts are limited to kill something/gather an object. Under "gather an object" you can also place : motivate workers, repair objects, anything that is basically "go press F near that".
And because those things are supposed to be repeated a lot of time in order to finish the heart, it's generally something that doesn't make the player feel like a hero...Yay I motivated a worker and used a grenade to destroy a tree stump.
I'm not saying that this means that hearts are boring, because I had quite a good laugh with some of them. Whack-a-Dredge is funny but that doesn't make anyone feel like a mighty hero.
And hearts generally only give you general lore information that could be deduced by anyone.
With quests however you had those unique boss encounter, or find that unique item. And those quests were filled with lore.
You can find those objectives in DEs, but once again you won't find that uniqueness that quests had because it wouldn't make any sense to defeat the all mighty centaur leader if 10 minutes later he's back. You can only stop them for a while.
They give some tidbits of lore, but in the end if you want to know about the past or secrets you have to talk to NPCs.
Or do dungeons. But even then, a lot of the time the NPC takes all the credit... Because in GW2 your character isn't special. In GW1 you were a chosen, in GW2 you are a random character with normal problems that appeared in the right place at the right time. Except for Sylvari...because ANet made it their duty to have Sylvari feel that they were the saviors of Tyria.
Arquenya, on 09 November 2012 - 11:50 AM, said:
The dungeons were meant to be played along the storyline. But Anet didn't want players to whine that they had to complete dungeons in order to progress in their storyline.