Quests in vanilla weren't designed to be the end all be all of world design, they were a guide to get people to go to level appropriate zones
The world itself told its story through set peice and world design, something cataclysm threw out the window with its meme quest designs, every new zone was either some pop culture reference, or a cutscene riddled mess.
Also because they were so streamlined, oldfags didn't level alts anymore, and when they did, they didn't do it in the world, they did it through dungeon queues, where they would just rush through chain pulling half the dungeon and any newbro would just be sitting there going 'what the fuck' as the tank kills half of the dungeon by himself thanks to his enchanted to fuck hierlooms.
In vanilla things were different, quests didn't give gear most of the time, so you would have to find new gear, either by farming mobs, training professions, or trading with other people in the same zone, then you have professions, which required you to go out and actually farm the materials needed, but in cataclysm you'd get gear appropriate to your level from every quest, so professions didn't matter until end game, and the only end game professions that mattered were the consumables and enchanting professions.
Cataclysm's world became linear by design, and not in a good way, the 'world' became one giant chain of follow the dots, rather then an open world for players to explore and exploit, because none of the content, especially the fucking quests, mattered, because the game by that point became Ion Hozzikostas' raid or die wetdream.
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