When the first demo of the game began, the hero opened up his map, displaying New York City as a hologram around him. Blips on the map showed different available missions--one was a public quest in the sewers, and others would pull him to different locations in the city that never sleeps. He could have taken any of these missions, traversing the open-world to head to whichever quest he wanted, but he opted to take the one marked "Critical" for obvious reasons. The second demo focused on a mission to secure the group's base of operations: starting in run-down subways, the team is able to scan the area and see how everything went wrong there as they segue into their main mission.
Both demos saw our heroes sidetracked by groups of enemies who engaged them in battle, with a focus on realistic duck-and-cover mechanics. Ubisoft said the world of the Division is filled with dynamic events meant to keep players on their toes. The missions themselves are fairly straightforward, but it's the journey, not the destination, that makes us say, "ooh! I want to play that!"