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There's a very binary discussion going on in the threads regarding the AI, consequences and "dynamic" events. It seems that there's no grey area, no room for "this is a positive next step in MMO questing" it's all or none.
Does it have to be life altering to be good? What if it's simply better than the current status quo, isn't that enough, or is the size of the difference between what we currently see and might get from EQN the defining factor?
Their proposed system has it's potential weak spots, bots, mega guilds/griefers, etc. But overall it looks like a positive step in creating a more interesting world to run around in. While GW2 didn't deliver what people were expecting, I'd say that people usually don't look upon GW2's questing unfavorably. It's an improvement over static linear quests (even if it's a small improvement).
I think people see new MMO's announced and have this idea that changes happen in leaps and bounds when it's really a more iterative design process. Each MMO draws from previous ideas and incorporates what they think will work for them (and what they're able to do time/money wise).
WoW expanded upon EQ's quests as people were a bit tired of grinding for levels. And introduced heavy instancing to limit and reduce spawn camping and griefing. You look at it now and people complain about how restrictive it is and that they want free open design, but the discussion in 2003-2004 was how this new leveling/dungeon running method was great. It shows, people really responded to it.
WAR brought in some static group events, which Rift borrows and turned into "rifts" which allowed enemies to flood a zone and kind of take it over for a bit. GW2 took those and created spawning chain events that allowed your gathering mission to turn into an escort mission which turned into protect the area mission which turned into kill the boss mission.
And during this time we've seen various iterations of phasing (good and bad), WoW also saw the more dynamic group events and created timeless isle which people responded well to, allowing more free form questing with puzzles, and rare spawns which are sometimes brought on based on a precursor event.
GW2 did (does? have they stopped it?) the living world updates creating new larger scale events that last for a couple weeks.
Neverwinter gave players tools to build their own content - not dissimilar to what we've seen in SRPG editors.
MMO's are basically idea soup and EQN is no different, I do think they're take on an evolving world is a good one and can be a great success if they create it with consideration, but also that it doesn't have to be earth-shattering in its impact. It can just be a slightly better way of creating player content. Still within limits, but not so strict and linear.
What say you, bloodthirsty crazed denizens of the forums?