All right, I'll try to give an example of how NOT having rapid-fire questing may improve a game.
How Wildstar does quests: 'A new quest hub! I see 4, no, 6 exclamation marks, that's 12 to 15 clicks without reading, because who the fuck cares why you need bear asses. Not interested in your amateur hour writing.' [Yes, I have a publications list. No, it isn't fiction.] Run around the spots indicated in the minimap, collect quest objectives. Cash in, repeat for next link for quest chains, repeat, change area, repeat, repeat, repeat, repeat, quit.
How you could have the player make the same loop around the area without having quest pinata: you walk through a gate/valley/something or chance upon a village. An NPC hails you with voiceover, emote animation, speech bubble, chat text, whatever. 'Yo dude, I've a hankering for bear ass, and not just any old ass, I want Mama Bear's delicious ass. Quality over quantity eh? Think you'll find her around the clear pond, to North-Northeast of here, if you don't already have her sweet, sweet, ass in your bag? Oh yeah, there's buncha right bastards between me and her arse, called Papa Bear, Boo Bear, Pooh Bear and Bipolar Bear, I'll pay you a gold coin for Mama's ass and 10 silvers each for the dicks of those dudes.'
Then you get exp for killing the nameds or camping wildlife or whatever: should be easy to tune the xp/hour rate close enough.
The thing is, it feels like the constant 'congrats! you successfully collected 10 bear asses! Here, have the xp we couldn't assign the mobs because people would miss our precious, precious writing!' takes me back to the action games we used to have in the 90's on Amiga and in the 80's on C64 and Vic20... No, actually, the older games didn't do that. You just got to another level and had to congratulate yourself.
The MUDs these games evolved from did no such thing. There were some quests that could, e.g. halve the xp you needed for next level, but they did not cheat you on the exp and loot ON the mobs. Here, I'm being purely selfish:Iprefer a different gameplay experience. It does not seem incorrect to judge that asking for ever faster cycle of congrats on boring-ass-quest completion and quicker leveling to be a preference for instant or constant gratification, however. Really, it isfineto want stuff instantly and constantly in a virtual world where there is no marginal cost to making more copies of bigger epeens. It just does not evidence a long attention span or willingness to delay gratification. No moral judgments necessary.