Choices, choices, choices. Wait, what? This is a blog about MMO's, and there's no such thing as choices and consequences in MMO's. You run over, click the random NPC, accept a quest without reading what he/she (or it) wants you to do and then follow the map queues to complete the quest.
Optional quest to help save a burning village? Why would I want to do that when it will be burning for the next, oh I don't know, FOREVER?
If it's one thing that has plagued MMO's since day one, it is the lack of a dynamic and changing world. I understand there are technical limitations, as you have hundreds of players doing the same thing. If one person completes the quest to save the burning village, then no one else can? Or what about that critical choice to have the soup or the salad?
Choice and consequence have been severely lacking in MMO's over the last decade. Join us after the break to see how ArenaNet is addressing this problem.