Most of Huxley's PvE game will revolve around quests. You will acquire these in much the same manner as you would in a game like World of Warcraft or EverQuest II: you'll see someone in town with a "quest-giver" symbol over her head, or else receive orders from your faction's quest officer, or what have you. From there, you'll jaunt over to the quest area, which may be instanced or persistent depending on the case, fulfill the objectives, then come back and collect your rewards.
It's indisputable that "modern" MMOs like the abovementioned have brought certain refinements to the genre that could be applicable to any sort of game for favorable results. As such, it shouldn't be surprising that Huxley's quests won't be that different from what you've become accustomed to. "Players might fight against the Hybrid Liberation Organization, which is occupying old ruins of the city, to look for a mysterious legendary weapon," Kang told us, when asked what to expect from Huxley's quests. "Or maybe they'll have to traverse an underground dungeon while escorting a desperate bridegroom whose bride-to-be was kidnapped by Hybrids."
These two examples serve to highlight the two distinct brands of PvE elements in Huxley: the story quests, and the underground dungeon quests. The former will serve to further the game's narrative and immerse you in its world. These are the quests that will have a resolution, and that you won't generally replay (unless a friend of yours needs your help in completing them, anyway). The latter are more akin to WoW's instanced dungeons. They'll literally take you underground, into tunnels created by Hybrids, whom you will hunt for treasure and experience. Though there may be quest elements involved in these, their basic purpose is to provide you with warm bodies to shoot, and phat loot.