[MMORPG] A new method of presenting the player a new kind of quest.

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15 comments, last by powerneg 11 years, 3 months ago

The point of questing was to make "which mmonsters are good at which level" change.
One quest says "crabs are the best at this level", the next says "flamingos" and so on.

It's supposed to increase the viability of each entity by allowing the player to take turns fighting each one in bulk.
Think about it. You fight one creature enough to fully understand it, then you move on to the next one.
It's an alternative to fighting only one creature for several levels, and it works really well at that end.
It also guides you to your destination, a quality both praised and criticized, but only available to those who know what they are doing.

What we need to do is divorce questing from questing.
Automate grabbing the "kill ten rats" quest for me. I don't need an excuse. Just call it like it is.
Then give me a few real quests. Ones I'll read and enjoy.

But we've been seeing that, haven't we? What with dailies or whatever.

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Blind Radish, fighting creatures in groups and "understanding" them feels to me like grinding, which I hate doing. I'd rather go with Theis_Bane idea with rewarding the character with anything but experience for finishing a quest. :)

??? Legen... wait for it... dary Game Art for your every needs! ???

I see what you're saying, and while I agree with your statement I think you missed my point.

Compared to killing the same monster long after you've mastered... because it's the path of least resistance... now that is grinding.

Yes being forced to level up by doing the same task, yes that is grinding.
But I think WoW hid that pretty well. I mean, at least the same task isn't exactly the same.

Especially since a lot of the quests are non kill quests. Makes it feel even more diverse.
However there are only so many types of quests.

If the quests are a means to an end, if they are only for the purpose of leveling up so you can get to end game content then I see this being annoying to players because you're now drawing out the process. But if it's part of the world, something special that will make players WANT to talk to each NPC instead of being forced to. There could be things to discover(even just special lore), special items to earn, allies to make(whom you can call on when in the area), etc


But it also shouldn't be a chore for a player to find someone specific. If you are going to remove the !, then give them something else to lead them where they have to go. If they are in a quest chain, have the person they are looking for be described visually by the previous person. Let them be able to ask other NPC's about the whereabouts of items or characters in case there are no players around to ask, or no players know where the NPC is.


I also agree with not rewarding all quests with experience. The reward could be something that the NPC who gave the quest would have, and the player finds valuable enough for their time.

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Let them be able to ask other NPC's about the whereabouts of items or characters in case there are no players around to ask, or no players know where the NPC is.

That's actually an awesome idea, Dasha! I imagine this as extra lines in NPC's dialogue window. Instead of having arrows on the MiniMap for example, that point toward a quest item, why not ask the NPCs and use your brain a little? Really great idea! :)

??? Legen... wait for it... dary Game Art for your every needs! ???

See, your views is that questing should be an end, the trend has been to double reward the content to draw people in to their own fun, and then later the secondary reward overtook the primary end and the end became the means to an end - the reward.

if that's worded terribly my bad.

I'm just saying, it's form vs function, and both have their merits, as per the nature of from vs function. there doesn't seem to be much in the way of reconciling these except maybe replacing the end game raiding with end game questing, and that will be extremely hit or miss.

usually an MMO has a more interactive behaviour then a single-player(or coöp) game, therefor, a lot of background-talk on a normal quest should be more interactive too,
for example:

story-driven:
you re in a village, a guy asks you to clear the bats infesting a nearby sewer, that sewer is the only entrance to the sewer-works because the makers of the game have put a boss in there that they want you to fight (long) after you have killed the bats

interactive:
you're in a village, you ve just cleared a few bats infesting a sewer, the developers have given some insights into the inner workings of the game and you know that NPC's that have flagged the bat-infestation as a problem that they wish to see solved will still remember the problem for fifteen minutes and i reach such an NPC and still get a reward for the mission, though i do not get the one health-potion he would 've given as an incentive to accept the mission if i had reached him before clearing the bats.

In both the cases the NPC gives some background-story about his work in the sewers, in the first case this back-ground story seems more a forstalling of the actual story, in the second case you might learn at what times the sewer workers usually inspect the sewers and thus flag a problem, information you might be able to find usefull a next time that you 're in a comparable situation.

now i agree both examples exist (and can be fun) on both multiplayer and singleplayer, but usually a MMO-gamer will say "if you can't give me the interactive missions just give me the "kill 10"-missions" before a singleplayer-gamer will say that


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