Content: GW2 vs. TSW

I’ve decided to write a comparison piece to highlight the similarities and differences between Guild Wars 2 and The Secret World‘s content — specifically the leveling/questing content.  Why?  I’ve played both games and realized that they share core similarities on the macro level, but when you look closer the two are entirely different.

Both TSW and GW2 are also very different from the all-too-common WoW-clone content model.  These two games have done a great job creating something unique.   If you’re interested in finding out more about the content in these two games, specifically my take on them, read on.


Both GW2 and TSW are linear themeparks.  The goal is to move from this zone, to that zone, then eventually the zone over there.  A clear start and end point are visible.  Yet within that linear design, both games take a very open approach to how the questing and content within each zone are structured.  Players are free to roam from around the zone and explore.  “Quests” are sprinkled around with the hope that players will come across them and think, “Oh wow a quest in an area I just explored! How unexpected and fortuitous!”

GW2 quests are located at the hearts on the map where a NPC is likely there waiting to give you a reward for doing something “natural” in the area.  Why they chose hearts, I do not know.   TSW’s proper quests are found from NPC’s located in areas you would expect to find people hiding out: A general store, a haunted school, a kindergarten…you get the idea.   While both games let you go to whatever area you want, there is still a natural and intended path of progression from an easier side of the zone to an area with monsters you’re going to struggle against.