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Warhammer Online was acquired by Mythic in May 2005. According to wiki, prior projects of Warhammer became vaporware and Mythic started a new Warhammer Online from scratch. It's safe to say production started in 2005 up till its release in September 2008.
Public quests were introduced to the public in 2007/2008. Safe to say I've heard it from Jeff Hickland most of the time.
Earliest I could find was in February 2007 - Outside The Box: Public Quest System
According to Wiki, public quests are area-specific, ongoing quests that are automatically assigned to each player that enters the area. All players work toward completing that same quest.
You could say majority of the public quests tend to be an isolated single events which was not intergrated in the game world. Does not scale with number of players, no chained events, no random loot, static, hard reset times, and no variation of public quests. Warhammer still had traditional quests which made public quests as a secondary mechanic in the game.
Rift was in development from 2006 until its released March 2011. People started to chat about Rift probably late 2009 with very limited information. Rift began their beta following year. After its open beta, chatter about Rift took off around January 2011.
Rifts are essentially waves of mobs invading locations randomly or stationed areas. Rift can have some variation of mobs and waves, but essentially Rifts is soley a secondary based invasion event mechanic.
Guild wars 1 - Utopia
Guild Wars Utopia, the unreleased 4th campaign was expected to release in April 2007, but later was adapted into Eye of the North which was released in August 2007 as an expansion. According to the developers, The production on Utopia started in 2006 [according to wiki - May] with the development of dynamic events in placed, but had no fit in current Guild Wars 1 series as Guild Wars 1 was getting too complicating and so forth.
Guild Wars 2
Guild Wars 2 developed dynamic events to replace traditional quests. Dynamic events is a primary mehcanic whereas renown hearts [sort of like quests with multiple objectives] is a secondary mechanic. Warhmamer public quests are singular isolated quests whereas Guild Wars 2 has multiple variations of dynamic events.
“There are certainly some things that made their way from Utopia into Guild Wars 2 but these elements are very different than they were originally conceived. For example, the event system is a feature that had its beginnings in Utopia. Other things did not make it over; for example the Chronomancer will not be making an appearance in Guild Wars 2.”
"Wanted to clarify something since I see this bit of misinformation quite a bit. We released Nightfall in late October of 2006, at this time we were actively developing the next GW1 campaign which was called Utopia. We decided early in 2007 to stop Utopia development and start both GW2 and Guild Wars:Eye of the North development. We announced this almost as soon as we made the decision and in fact had a very small team laying the groundwork for GW2 while the vast majority of the company worked on Eye of the North. It wasn't until EotN shipped in late August 2007 that we really started GW2 development in earnest. This means we've really been working on GW2 for about 4 years and aren't actually close to 5 years let alone 6 years. I think what makes it seem like a long time is that we announced the project very early on so GW1 fans would know why we weren't doing any more campaigns. Hope that clears things up.
GW's wholly instanced world also precludes the positive aspects of persistence, such as the relationships that form when you repeatedly encounter the same people in the same places. So, ArenaNet plans to include both instanced and persistent play in GW2, and to exploit each area's best gameplay opportunities. Both instanced and persistent areas will lead players to quests and story-based missions, but persistent areas will focus on a third type of content called events---area-wide activities that reward all participating players, just as a quest or mission would, with gear, money, XP, etc. Events are dynamic, interact with one another and result in consequences to the world.
"But here's the good bit: While we are including instancing in Guild Wars 2, we are also including persistence. This will allow you to take advantage of the many positive aspects of that presentation both in a social and gameplay sense.
Through persistence, we can offer "event chains," which are area-wide experiences that you can participate in, and which give rewards just like missions or quests. They're dynamic, and result in consequences to the world as a whole. I imagine one of our good PC Gamer analysts here will share the event chain example from the preview.
Are events an entirely brand-new system people have never seen before? No, they are not. They are our attempt to innovate on traditional concepts and elevate them to something different than what people have experienced before, while keeping alive enough of the old so that people feel comfortable with the system.
It’s worth noting that development on our event system started long before we ever knew about games like Warhammer Online or Rift, which share some commonalities with the events in Guild Wars 2. We learned lessons from their choices, but they never drove our core decision to use dynamic events. Focusing on what really makes dynamic events unique is really important in either enjoying them or in being disappointed based on the expectations someone may have for them. For us, the things that we expect from the dynamic event system, and what we think makes it unique, are the following:
Unlike any game ever made before Guild Wars 2, these events are our core content model for the game world. In other games you might find hundreds or thousands of quests, and some events scattered around as well; we literally have thousands of events with additional content scattered around to help support those events. The events are the core world content in Guild Wars 2 and make up the bulk of the content in the game between the open world and dungeons, with stuff like more traditional-style renown regions and exploration challenges there to provide a supporting hand to the events. We believe this creates a fundamental paradigm shift in the way you play and experience the game.
Warhammer Online developed their public quests somewhere in 2005-2008. It's safe to say public quests was in development since 2005 or 2006. Public quests were introduced some time between 2007 and 2008. Public Quests are designed as a secondary mechanic whereas traditional questing is still the primary mechanic.
Rift developed their rift invasion somewhere between their development 2006-2011. Rift announced their dynamic rift invasion some time in 2010. Rift invasiions were designed as a secondary mechanic while traditional questing is still the primary mechanic.
GW1 developed their dynamic events in 2006 which carried over to GW2's development 2007-2012 after they released Eye of the North expansion. GW2 in May PC Gamer Magazine annouced their dynamic events in 2007 and hype took off in late 2010/2011. Dynamic events were designed as a primary mechanic to replace traditional questing whereas renown hearts as a secondary mechanic.
So basically, since Warhammer released first they take the credit of creating the public quests idea? Then Rift was released and basically they copied Warhammer public quests? Finally, Guild Wars 2 is released in six days and somehow they copied Warhammer public quests and Rift rifts even though all three companies started around the same time because facts speak otherwise.
It's fare to say Warhammer probably developed the public quest idea first, but I don't see how Rift and Guild Wars 2 copied Warhammer when pretty much they all developed their own ideas around the same time.
it's like saying Apple invented the mp3 player, which they didn't. To me, it just seemed that the GW2 team went further and beyond to design a game to seperate from wow clones. If anybody else get me me dates when Warhamme publicly announced their public quests, I'd appreicate it.
Many could say dynamic events are similar to Warhammers's public quests, but the best analogy could by Warhammer's public quest is a Dodge Neon whereas Guild Wars 2 dynamic event is a Dodge Viper. Vvrom Vrooooooooom
GW2 did not copy Rift's rift invasions and Warhammer's public quests and Rift did not copy Warhammer public quests. They were all innovative at their moment..but GW2 dev team outdid Warhammer and Rift on dynamic event idea.