http://www.pcgamer.com/previews/wildsta ... econd-mmo/
On the way to the first cluster of monkeys, I receive a phone call from a quest giver IÔÇÖd ignored, filling me in on her requirements and adding another objective to my tracker. The sense I get is of the game bending to accommodate my momentum ÔÇô while IÔÇÖd probably have been better off approaching Deradune more methodically, the game works in smart ways to ensure that I donÔÇÖt miss out. This isnÔÇÖt an accident: according to executive producer Jeremy Gaffney, the way that experienced MMO players approach content has been a major influence on WildStarÔÇÖs design.
ÔÇ£Most people have an MMO they played and loved,ÔÇØ Gaffney says. ÔÇ£But were they able to teleport back to the MMO they so blissfully remember, would they really put up with the stuff they put up with the first time? I loved EverQuest, but I had to stand in line for mobs. Would I be willing to put up with that now that IÔÇÖve played so many other MMOs?ÔÇØ
The answer ÔÇô as evidenced by WildStarÔÇÖs attitude to content ÔÇô seems to be no: hence multiple progression paths, quests branching from other quests and new things to do at every turn.