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As a Runescaper, I don't see the 'quests' in most MMO's as real Quests to begin with.
Originally posted by Helleri @OP As a Runescaper, I don't see the 'quests' in most MMO's as real Quests to begin with.
But the Quest as the only means to level is truly becoming an epidemic. Even if you don't believe them as true Quests, they are indeed Quests that is being used in Everywhere now. Thats why I think its a problem.
Life is a Maze, so make sure you bring your GPS incase you get lost in it.
Originally posted by ShakyMo Davis Vanilla wow had some good class quests, to get warrior stances, shamen totem, warlock pets etc.. For some bizarre reason they dropped them, always thought that was one if the better things in wow.
I think the totem quests were still in teh game last time i play.
They did not make more for obvious reasons ... it is more cost effective to make one quests for all players, instead of just some players that play a certain class. That is the same reason why they have 3 levels of difficulties in raids.
Originally posted by Lucioon Quests in Pen and Paper RPG, and Single player games work because you can start and finish it whenever you want. Either with a group of friends when playing PnP, or by yourself. But in MMO, Quests are shorten so that other players you meet during your quest can join in without being left out., or they become Instanced Quests that only people at that certain stage can join in. How many times have you, yourself try to play with your guildmates but found out that they are two stages ahead of you in the quest, or you are ahead and have to wait for them. So my question is, are Quests still viable in Modern Day MMO's Are they the only way to get Progress within a story? Guild wars 2 changed the quest system alittle, so that as long as you are in the vicinity, the quest automatically goes into your log, so anyone can jump in and participate. But is that as far as we can take it? Can Quests be eliminated all together? What kind of alternatives is available?
I do not see how making quests more accessible is progress. The idea that anyone else can do the quest that I am on or that I can do the quest that anyone else is on is just another step towards negating any differences between players.
Quests that progress stories could be linear, such as being able to do one quest after the next. One quest is a prerequisite to do the next quest and this could continue for some time to complete one story. Most quests do not tell stories. They are just there for you to play fetch and be led along by the nose. Quests that tell stories could be totally soloable or require groups to complete. If the quests are soloable then who cares if you want to play with guildmates or not. It's a superfluous question if you don't NEED quildmates. If a quest is meant for groups then there will always be someone somewhere who also needs to do the quest to progress, since they will have to do it to progress the story too. Or the guild could hold an event for one night every week where they do a certain quest that people need. This promotes group conent way more than making quests for accessible for anyone to do.
Originally posted by muffins89 Originally posted by Quirhid Well, events in GW2 are a promising step forward, but even when they have no traditional quests at all in that game, I see the tasks ("heart symbols") as a step between quests and events. I don't see traditional quests enjoying much popularity in the future, atleast not in the traditional form. Heavy quest grinding gets exhausting fairly quickly. Alteast I had an unpleasant reaction to the Continent of the Ninth's excessive use of trivial miniquests for what felt like everything you did. Didn't like that at all... Arenanet talked about having multiple end states in the events (more than pass/fail), with which you could build elaborate webs of events rather than just separate strings of events (which are essentially a form of quest-lines). However, the downside to this would be the same as with all branching content: it takes a lot of effort to produce those alternate paths. Still, I wouldn't mind using quests for a more long term goal or objective - only a few active at any given time.
i disagree that events are a "promising step forward". they are nothing more than traditional quests in a different wrapper. i played gw2 today and an event i did was escorting a lady around while she collected fruit. i would rather collect the damn fruit myself. DE's in gw2 are just kill x, gather x, go to x, quests presented a different way.
quests are still viable imo. they've just become to trivial and meaningless. give me a quest that is an actual QUEST. make me travel a great distance. make the quest take days to complete. make me complete many smaller quests in order to complete the main quest.
I think questing is a useful mechanic in MMORPGs. However, I think there are design issues with quests being too quickly completed.
For example, to you, which would be the most tedius?
1. 5,000 quests to level cap.
2. 500 quests to level cap.
I'm of the opinion that reducing the number of quests but increasing their value would be a step in a positive direction.
Ken Fisher - Semi retired old fart Network Administrator, now working in Network Security. I don't Forum PVP. If you feel I've attacked you, it was probably by accident. When I don't understand, I ask. Such is not intended as criticism.
I think quests should be a bit more dynamic.
Lets say an NPC needs some ingredients gathered from the woods. Well, you go gather the ingredients, and turn them in. Well, the NPC no longer needs any more of that ingredient, so there's a global cooldown on that particular quest, but the NPC has a bunch of other ingredients that need gathered, so you, or some other people gather other ingredients and whatnot. If the NPC has no more tasks, no problem, there are more NPC in the area who do.
So essentially, it makes it a bit more intereting and a bit more challenging.
Questing is good. I like getting entangled in some awesome spanning plot that drives me to do things. Stepping outside of the box in quest design is good too. Perfect World had a really awesome quest type, for example. They were platforming quests that you'd find in a city. You had a certain amount of time to get to a chest and loot it. But the chest wasn't just sitting in some really easy to path to place, most times you had to do it over and over trying to even find a way to scale the terrain up to it. One had me jump from a box to a tent to a rooftop then leap over a few fallen pillars and catch a broken section of wall before I could leap up to the catwalk the chest sat on. It was fun, it took you away from the kill x mentality for awhile and let you really appreciate the world and how much thought went into the city itself.
EDIT : Entangled not Intangled. How in the sunny hell did that one slip by me and my spellcheck??
Quest are ok in games, but what we call quests in mmorg are side quest in sp games. When a sp game has 50 side quests for each smal part of the main story you tend to get tired of em. Its the same for mmorpg.
Another problem with questing in mmorpg is how unfriendly they are to do as coop/group, the system realy want you to do em alone and it works a little against the purpose of mmorpg. We all like to be able to solo em now and then, but alot of us also want to have company when we do em.
Not for me. I just get bored from them. The problem for me is that quests aren't built to be about the experience, but rather the goal which is kill 10 rats and earn a load of loot and xp. The experience for a rat infestation shouldn't be to kill 10 and gather stuff, it should be to solve the rat problem for a very very long time and move on to the next "quest" or leave the locals to deal with it on their own. A world that is big enough won't require me to solve every single problem every NPC faces.
I suppose in the end I want my game to impact the world and tell me a shared story with other players where the world changes. Quests as they are today sidestep that technical problem by providing the same infinite problems with infinite rewards and not a heck of a lot of substance in-between... because it's easy to do.
Perhaps I ask for the impossible.. ah well.
Enter a whole new realm of challenge and adventure.
I think they are still a good concept.
If you want a good story arc for the players to follow, setting up a quest chain to show you that is a good game mechanic.
Whether the player personally play video games for a story or not is a seperate issue.
Gdemami -Informing people about your thoughts and impressions is not a review, it's a blog.
Originally posted by BadSpock But also give me entire zones (large areas) of group-only kind of old-school grind content. Let me form up with a party and grind mobs for a while in addition to everything else. Allow kills to drop tokens used to spawn mini bosses for your group with better loot, and then allow these mini bosses to drop tokens used to spawn bosses for my group. And then give me huge, wide open large (massive) swaths of land with powerful creatures that roam it, tons of caves and temples and open world dungeons etc. to explore solo and/or with a group, and rare crafting materials to hunt for.
Something like this?
Originally posted by FrodoFragins I think someone can come up with a system that makes GW2 DE's actually fun and feel less scripted. You fight, you kill, you improve, you help your faction and you level. But in a way that doesn't feel like a grind or like a cycle of DE's in each zone.
The GW2 DE system is a unique mechanic and their flaws is showing right now.
Being 'the first' has its advantages but also its disadvantages.
No doubt we'll see an iteration of the DE system from other MMOs which will hopefully match what people want.