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There has to be other people out there that are just getting tired of the games following the trend of WoW with numerous quests(tasks) to do for $15/mo. If there was an MMO that turned a profit for those errands then I would think different, but there isn't!
Why is it that we have become dependent on quests to progress? I will tell you why. When Blizzard created the quest system, they created the system to give you experience for doing the quest - which is really the running back and forth - and getting a reward for it as well which isn't always worth it versus just grinding experience all day in Everquest Original (2nd Pioneer, but revolutionizer of the MMORPG trend). After running these quests back and forth you start to feel like a rat in maze don't you?
The definition of Addition is "being abnormally tolerant to and dependent on something that is psychologically or physically habit-forming", but it is an accepted addiction and it doesn't kill near as much as other addictions, but it does cause health problems if not kept in control.
I have been trying to figure out a way for an MMO to succeed without the running around for progress and it is simple. Let the people fight for there experience by increasing the experience gained for each kill and make the fights more interesting by increasing the difficulty for leveling so it isn't mindless. You would be supprised how fun the game would be if there was some strategy required for living through it. I don't know about you but I got to the point of just going completely blank minded and thinking about other things while playing!!! That is because it is boring and has no challenge to it. That could be driven by players that would rather complete the quest quickly versus face a challenge because they just want to complete the quest. You wouldn't need to complete quests quickly if you didn't have to run back to the 600+ quest givers for a reward. I suggest rewards out in the field when your leveling as a replacement as well as including Blizzards model of random drops and Everquest's model of NPC drops directing people to camps or dungeons instead of running around like a chicken with it's headcut off all day long. I know there are dungeons that you can grind now in WoW which is better than nothing and that has been working for me, but it really makes the quests in the game pointless if nobody is going to want to do that so it really shows that people are going to become tired of quests for good reason.
Vanguard is the only game I know that doesn't create a dependency on questing due to the large experience gained from turn-in because it gives you good enough experience from each kill and doing quests are completely optional AND LOGICAL!
I am good at foresight as far as technology goes and I include games. I would like to see a gaming pioneer send the MMORPG trend in a different direction to create an environment where people can all group together for a cause that is fun and isn't a grind by creating a COMPLETELY OPEN environment that isn't controlled and is open to the players choices of leveling when solo or grouping with a feature of mentoring created by SOE unless somebody thinks of a better way of progressing. Blizzard could create something like that being that they are faced with this issue being that everybody is 80 now and completely equipped.
Games are worthless if they are built with money in mind by creating a system that fits everybody versus creating a game with gaming in mind by gamers. There are a small number of people that are inclined enough to operate a computer. I don't want my games formed in ways that aid people that don't know enough about RPG that dumbs the game down. Or maybe life is just changing and people are changing right along with the industry!