Years ago now, the dialogue and story for the Vault of Night series of quests was re-written to be how it is now. I remember before, getting goosebumps from the mysterious description of Veil's pursuer, the slow build-up from the quest-givers and dialogue, and then the dramatic climax; similarly, the vaguely described red-haired sorceress who slew all of the guards and who you're now supposed to fight was interesting and exciting and built up a story you could get attached to. The old writing had extraneous tidbits of information about the relationships of The Laughing Knives, creating memorable characters and generally an immersive RPG experience. I've never been a huge role-player, but the writing was so good I didn't just care about the experience points or raid loot; I cared about the story.
Now, on the other hand, all of the world-building and colourful portrayal seems to have been stripped away; there's no "whatever's chasing Veil, if she's scared of it, you should be terrified", it's "a marut came crashing through here and chased Veil to Khyber. Go fetch her." No buildup, no characterisation. Marek Malcanus and Barrow d'Khundarak no longer have intriguing personalities in their own right, and instead serve only as faceless customer service assistants, only equipped to direct you to someone else standing five feet away, or to stroke your ego by telling you how wonderful you are and what a good job you're doing. Much less interesting. Your conversation with Barrow d'Khundarak used to end with you surmising "you're not telling me the whole story" and his reply "no. I am telling you nothing at all. And that is how we shall part", foreshadowing other quests with related storylines and therefore helping to create an interconnected, engaging game world. Now, it's just "here's your reward. You've earned it!" What? You're a powerful and shady member of a hugely influential house. Stop being so servile.
The worst part of all of this, and the reason for my making this thread, is that I have absolutely no idea why the writing was changed in this way. I've wondered myself and asked around in-game for years, but no-one seems to know. Maybe Turbine felt that the old setup was confusing in some way and had to be made simpler - a hell of a lot simpler. This explanation isn't very satisfying, because it was always pretty clear what you had to do and where you had to go, and besides, they don't seem to be overly bothered by other quests being a little difficult to find; see: every quest in an explorer area. And people could just as well click through the dialogue without reading it then as they do now.
Whenever I play though VON, I'm genuinely upset that I can't re-read what was one of my favourite storylines. So I suppose I'm looking for some kind of closure. Where did VON go? Can anyone tell me?