Just cancelled a so called 3rd generation MMORPG. The gamemechanics are interesting. It has nice exploring oppurtunities and the crafting process is the best Ive seen yet. The crafted items are also very usefull for a change. But soon I realised that the great crafting process is used to grind your level with doing what is called 'workorders'. They actually managed to simulate a reallife job. And a boring one for that matter.
Adventuring has mainly kill 'x' mobs quests. The questchains that are available end up in a dungeon ending with a oldschool boss camping game because nothing is instanced. If someone mentions that they should put the endfight boss in a little instance to avoid the camping, all those players go completely hysterical over it. Apparently they crave tedium. I wont even get into the simplistic mob behaviour in most open world mmorpgs (Saga of Ryzom excluded). All the humanoid mobs in those games seem to have suffered some serious braindamage it seems.
I really dont understand it. Those developers are capable to make great gamemechanics, but still fall back to oldschool repitition if it comes to developing your character. Does anyone know a modern MMORPG with great questlines in a persistant world? Quality similar to missions and quests in the last chapter of Guild Wars? Or are they only able to do this in instanced games?
Why cant they script quest encounters so that the npcs only spawn if the group/player that has the quest comes nearby? Getting at the end of a great questline only to find other groups killing that boss over and over because they like the dropped loot, breaks all immersion for me.
All those mmorpgs seem to make the whole levelling your character the main incentive to play that game. The lore is only there as fluf. I noticed that many players dont even read the quest descriptions. That also explains all the 'where can I find x?' even though the location is mentioned in the questdescription they got.