

Instead, when something happens, you just show up and play. There’s no waiting around for a group that’s already engaged the enemy to finish up so you can beat up the mob when it respawns. You don’t have to group up and make sure everyone’s on the same step. There are no hoops to jump through to participate in an event.

While the initial event goals may not be especially memorable, they effectively bind your cause to everyone else’s and set the tone for the rest of the experience. They activate in every zone regularly, and at low levels involve kill, escort or collection tasks. These events serve as Guild Wars 2’s primary form of quests. Events are often linked, so what begins as a simple kill quest could eventually turn into a full-on centaur invasion of an otherwise peaceful township, making each task more exciting because it could be lead to some sinister and undiscovered threat. More than serving as simply another bit of busywork, the events fill out the fiction of each zone, requiring those present to do things like aid Asuran scientists in a fight against colossal fiery destroyers in a volcano’s superheated stomach or defend a drowsy mountainside shack from rampaging steam-powered creatures.

Play Anyone who’s played Warhammer Online: Age of Reckoning and Rift should be familiar with the idea of public questing, which ArenaNet utilizes to achieve spectacular effects in Guild Wars 2.
