World of Warcraft: Forever's quests are kind of a pain in the ass—they are this way because of the archaic, pre-solved quest design of the early 2000s (which is still very much more convenient than the MMOs that came before it). But it's also somewhat deliberate.
Back then, forcing you to run halfway across the map to talk to some dude halfway up a mountain (or in the example I'll talk about later on, a fight pit on an island somewhere) was a way to get you out in the world, exploring it, originally unfolding new questing hubs or putting new flight routes and settlements in front of you.




