Jump to content

  • Log In with Google      Sign In   
  • Create Account


#ActualMyNameIs

Posted 23 December 2012 - 10:37 AM

WoW is so successful precisely because they rejected the old system - the one you described - and streamlined it to reduce complexity for the players.  Players don't want to juggle info on hundreds of people with hundreds of requests, and they don't want to spend a lot of time on some random, trivial task.

Bonus points if the streamlinedness guides players in the general direction they will have to travel in order to progress.

All quests are pretty much meaningless with the exception of plot arcs, which should follow along the desired path.

If you want fetch quests in the game, keep them simple because that is what they are, simple.
If you want anything more interesting, try to make a point to all of it.


One method would be a faction based approach, where a specific group needs to be helped to attain a specific end.
Here you can hide quests among the people, because there is an overarching reason to help them.  Which means while your objective is to help the fish-people so you can get the legendary fish-hammer of awesome +2, you only end up juggling the fish people, not the world.
Anything to that effect would work, really.

More rewarding or higher level questing could take you further, but really it better be worth the travel.

Its alright to hide them in the masses, but you better implement it right or you'll make it unfun.
Especially since they have no way of finding the quests relevant to their level.  But you can just hide those from them, saying "come back later when you don't suck" for example.


The only reason they still exist is to make grinding less horrible. 


#2MyNameIs

Posted 23 December 2012 - 10:37 AM

WoW is so successful precisely because they rejected the old system - the one you described - and streamlined it to reduce complexity for the players.  Players don't want to juggle info on hundreds of people with hundreds of requests, and they don't want to spend a lot of time on some random, trivial task.

Bonus points if the streamlinedness guides players in the general direction they will have to travel in order to progress.

All quests are pretty much meaningless with the exception of plot arcs, which should follow along the desired path.

If you want fetch quests in the game, keep them simple because that is what they are, simple.
If you want anything more interesting, try to make a point to all of it.


One method would be a faction based approach, where a specific group needs to be helped to attain a specific end.
Here you can hide quests among the people, because there is an overarching reason to help them.  Which means while your objective is to help the fish-people so you can get the legendary fish-hammer of awesome +2, you only end up juggling the fish people, not the world.
Anything to that effect would work, really.

More rewarding or higher level questing could take you further, but really it better be worth the travel.

Its alright to hide them in the masses, but you better implement it right or you'll make it unfun.
Especially since they have no way of finding the quests relevant to their level.  But you can just hide those from them, saying "come back later when you don't suck" for example.

The reason they exist is to make grinding less horrible. 


#1MyNameIs

Posted 23 December 2012 - 10:34 AM

WoW is so successful precisely because they rejected the old system - the one you described - and streamlined it to reduce complexity for the players.  Players don't want to juggle info on hundreds of people with hundreds of requests, and they don't want to spend a lot of time on some random, trivial task.

Bonus points if the streamlinedness guides players in the general direction they will have to travel in order to progress.

All quests are pretty much meaningless with the exception of plot arcs, which should follow along the desired path.

If you want fetch quests in the game, keep them simple because that is what they are, simple.
If you want anything more interesting, try to make a point to all of it.


One method would be a faction based approach, where a specific group needs to be helped to attain a specific end.
Here you can hide quests among the people, because there is an overarching reason to help them.  Which means while your objective is to help the fish-people so you can get the legendary fish-hammer of awesome +2, you only end up juggling the fish people, not the world.
Anything to that effect would work, really.

More rewarding or higher level questing could take you further, but really it better be worth the travel.

Its alright to hide them in the masses, but you better implement it right or you'll make it unfun.
Especially since they have no way of finding the quests relevant to their level.  But you can just hide those from them, saying "come back later when you don't suck" for example.


PARTNERS