Consider this: A talented creative writer spends hours, days, maybe even weeks, crafting an intricate dialogue tree, one that, in a relatable way, explores the human condition, the depth of emotion, the travails of life. And then you, the player, giving approximately zero damns about any of that noise. In World of Warcraft, you’ll speak to hundreds of characters and just hammer through the quest dialogue, only to run off and kill, what, 10 kobolds?. And then you return, hand outstretched looking for a few XP points and some change. Do you realize what that can do to a poor creative’s sanity? His sense of self-worth? Yes, of course you do. But until games are sophisticated enough to relay a human being in all their complicated, nuanced glory, it’ll be difficult to stop treating these quest-givers like tools.