2:50 in the first one is more the kind of thing I'd want to see. Not necessarily the specific implementation, but the kinds of details. Stuff that is more....narrative. "You find a ring at the bottom of a lake, no explanation, the ring's got OK stats, but the flavor text says that the ring has an inscription, 'a promise for a lifetime', later you encounter a guy who tells you a story about a woman who threw herself off a cliff after the city guards killed her husband. You mention the ring you found near that area and he mentions that the barkeep's daughter had a ring with that inscription..."
The barkeep never said anything about a daughter, the fact that she was dead, or her missing ring. Rather you found the ring first and a series of other encounters led you back to him. Nothing said "this is a quest" on it. No exclamation points over people's heads, none of that.
Yeah the quest in The Secret World involving the sewer plates is a bit much, but the point he was making there was that a small detail of the world you wouldn't otherwise notice takes on new meaning once it's pointed out. It's not a series of yellow dots on a minimap, there's no waypoint that says "go here." Instead it's built into the world before hand. The whole "look it up on Wikipedia" ends up just clunky. But that wasn't the part I found amazing about it, what I found awesome was the fact that the signposts leading you down a path were completely innocuous before being told they were sign posts. True secret society stuff, which fit right in with that particular game.
Anyway, in an RTS set in space, we're not going to see many opportunities for stuff like that, the conversation just reminded me of it.