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Member Since 11 Aug 2011
Offline Last Active Oct 14 2012 07:02 PM

Posts I've Made

In Topic: What kind of "Quests" would you like in an MMO/RPG, etc?

18 September 2012 - 03:16 PM

Allot of people seem to be stuck on the idea of “how can we make the story more interesting”, but that 1: Isn’t what this thread was about, and 2: Wont fundamentally change anything about the task at hand.

So…if your focus is mixing up the task at hand, then the simple answer would be to create new, more original tasks (gee, what a surprise). When I think about this, my mind immediately goes to mini-games. But, lets get into quests that have relevance to the game’s combat…I would recommend battles with alternate goals and stakes (some cliché examples of these type of missions might be; “protect the king from enemies”, “survive a huge wave of enemies”, “escape from the enemy”, “defeat the enemy within a narrow time limit” and other scenarios where the player’s offensive, defensive and terrene/mobile objectives stray from the norm...be creative).

I’m personally one of those players who couldn’t care less about the plot/story of a quest. I play games for gameplay, if I wanted to be invested more in lore, then I’d read a book.

Of course, the reason that quests in MMOs are so similar and repetitive is because MMOs are all about making as much content as possible; as quickly as possible (hence, fulfilling the word “massive“). Rehashing the same quest concepts then slapping a different story on them saves development time (precious, precious development time!)…If you want your game to see the light of day within the next 10 years, then you too should master the art of cutting corners. I know my rambling is becoming a bit off-topic Posted Image, but in conclusion: you probably shouldn’t be making completely original concepts for each and every quest, but rather; rely on a handful of unique concepts.

Thank you, thats what I was asking from the beginning. Seems people don't understand that quite a lot of players really don't care about the story for every single quest or even the main storyline for a lot of games. It does suck that developers need to rehash ideas and tasks in order to keep players busy, takes too much time and money to come up with all unique content.

In Topic: What kind of "Quests" would you like in an MMO/RPG, etc?

16 September 2012 - 08:02 PM

Thanks Xoyo for replying so much Posted Image . It's nice to talk about these kinds of topics.

I do agree with a lot of what you have said. One thing though that I still have to argue with is the fact that yes, the player that choses to take a player posted quest might have a lot of fun going through the quest. It won't be fun at all for the person posting the quest though. The only way to get around that would be to give the players incentive to create quests, but in a way that is forcing them to do that in order to have the full game experience. It would be much better to find a way to create player quests that would coexist with many of the basic game mechanics in games today instead of removing a lot of game mechanics just to get one mechanic to work. I think thats why this type of system doesn't exist yet, because no one can find a way of placing it in the game without making it worthless, unless they get rid of some other game mechanic.

In Topic: What kind of "Quests" would you like in an MMO/RPG, etc?

15 September 2012 - 03:46 PM

I think i'll answer your question with another question. Why does everyone feel the need for so many quests anyways? We all agree that quests are boring and repetitive

Uh, we do? Personally, I think quests are a system of directing the player's gameplay, framing it with story to make it more meaningful and the world more real. Well-written quests are not at all boring or repetitive. If quests are boring and repetitive that's either because they are badly-written, or because the player is of a type who doesn't like reading or having their actions within the game directed.

Quests are only repetitive if the game play is repetitive. You can dress up any quest by giving it an amazing storyline and choices, but the game play is what makes the player coming back for more or getting bored. Skyrim was an awesome game, but even they have quest after quest with repetitive game play. Most of them being go to cave and kill the monsters. I've played games before where the only reason I kept playing was the storyline was interesting, but the game play just got boring and repetitive. Thats just sad to make a game like that.

In Topic: What kind of "Quests" would you like in an MMO/RPG, etc?

15 September 2012 - 03:41 PM

I think i'll answer your question with another question. Why does everyone feel the need for so many quests anyways? We all agree that quests are boring and repetitive so why are we trying to fix the boring repetitive parts of the game and try to make them interesting? Why can't we just get rid of 80% of all quests? The ones that are left are purely optional to the player with huge rewards. I think its a great idea to make the quests puzzles and with more lore but if the quest doesn't have something rewarding at the end then nobody will be motivated to do it. In the early days of EQ quests were very special the rewards were unique items that either looked really cool or had special non-combat uses. Some examples were a pair of boots that make you run slightly quicker, a shield that made you invisible, items that allowed you to return to you're bind location. At higher levels classes got excellent items for very difficult quests that could take weeks and weeks to complete.

By turning quests into a leveling mechanic instead of an optional game play feature you force the player to play the game through the eyes of a developer. Now you don't even have to explore the world, I find myself looking at the map half the time playing to make sure my character is running to the right place where the items are marked on the map. To make quests more interesting... get rid of all the filler quests that are just there for experience. Work hard on just a few quests and people will love them.

I'm not saying that there has to be quests and wasn't necessarily saying that quests are a must, but quests are just a way of getting a reward for what you would normally do anyways. Just with a story and objective. Every game needs some sort of objective system whether they are labeled as quests, missions, tasks, etc. it doesn't matter. One big reason they make so many filler quests is to keep the player playing the game. If you were to take out all the filler quests from Skyrim or any MMO the game would be over before you knew it and also leveling would take much longer and players would need to "grind" much more to reach level up. What I wish is that we would be able to fix quests by creating new ways of accomplishing things by adding new game play and mechanics. Not just adding a small short detailed story on why we should "go to some cave and kill the trolls living there" or "finding the sacred herb to heal the sick person". There will always be filler quests in RPG's and MMO's because the developers want players to stay playing their game longer, while not having the time to make every single quest amazingly epic and awesome.

I totally agree that having filler quests just to keep people occupied is ruining a lot of games and looking at the map is something I do a lot also, even in new games like Guild Wars 2. They need to find a way to fix stuff like that. One things GW2 is doing right, is that they make the player want to explore the world itself, while having fun doing so and not going to an area JUST to finish a quest.

In Topic: What kind of "Quests" would you like in an MMO/RPG, etc?

14 September 2012 - 11:46 PM

Yeh, then I guess in that case it would be a matter of, I believe it was mentioned before, removing the in-game player market. Well, at least that would be the simple solution.

Another solution would be to have an in-game appraisal system that will reference what monster the item came from and the difficulty of obtaining said item, cross referencing it with current economic state, and the current Supply/Demand for that item, and setting the appropriate price for the item. Let the user toggle a 5% difference in lowest/highest current market value, down/up, but let no one go below/above 15% from the standard current market value.

Just a thought.

Yeah, I've got a system similar to that with the in game market, but you brought up a nice point on how it should work, thanks.

Back to player given quests though. Even if the in game market is removed like I said before people will just resort to player to player trade and people will set up forums to post items and prices instead of taking the long route and questing for it. Also if you really want something in game wouldn't you just go get it yourself since it would take up the same amount of time for you minus the expense. People will almost always go for the fastest route to get things done.

Don't get my wrong I would love to have player given quests, I'm just arguing every single problem I have though of on why it wouldn't work. If all my problems on how the system works are resolved, that will be great!