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Is There a Better Alternative to Questing? - Som Pourfarzaneh at MMORPG.com

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  • KyleranKyleran Member LegendaryPosts: 43,509
    I play EVE and no not what you speak of when you speak about problems with quests.  EVE has them, are even important to the lore and story, but aren't a hindrance.  Heck, they even are given out at quest hubs (stations)

    But then, they aren't the core game play.

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  • koboldfodderkoboldfodder Member UncommonPosts: 447
    Hasn't this been discussed numerous times over the past 10 years. Most MMOs copy WOW, and WOW is a quest hub, theme park, glowy on the map go an pick up or kill type of MMO. If you copy WOW, that is what you are going to get. If you are a quest based themepark MMO, that is what you are going to get. There IS no alternative unless you create a skill based MMO like SWG or Age of Wushu. In those games you grind mosters for points, and put points into your skills. So you either grind the numerous kill X and collect 10 of these quests, or you park your butt in a dungeon and grind mobs. For 15 years, that is the base of these games....The Secret World is the same thing, other than their investigation quests. If your game revolves around levels to obtain, well you are going to be grinding.
  • KenFisherKenFisher Member UncommonPosts: 5,035
    One quote from a forum member that I still chuckle over, partly because it's funny, but partly because I see some truth in it.

    (paraphrased)  "Quests are just developer provided cheat codes for XP so you don't have to grind so much."

    It's a unique perspective.

    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.
  • KanethKaneth Member RarePosts: 2,286
    It was EQ2 that first introduced us to the type of quests hubs you see in mmo's today not Wow, that game came out after WOW. Whether it was weeks is irrelevant, EQ2 came first.
    I've seen a similar argument when discussing sandbox game play and that Wurm Online came before Minecraft, thus Wurm should get the credit.

    Being first doesn't matter when it doesn't have the same impact as something that came after. WoW is given credit for quest hubs because WoW has had far more impact on the genre as a whole, and considerable more impact that EQ2. The fact that WoW's release was extremely close to EQ2's release also shows it wasn't a matter of reiteration. Quest hubs were a natural progression to content delivery within the genre. The fact that two large companies released similar systems in an extremely short time frame shows this natural progression.

    Besides, if you want to get real technical about it, Asheron's Call 2 had quest hubs years before EQ2 or WoW.
  • KanethKaneth Member RarePosts: 2,286
    GW2 had few and far between dynamic events. Their events weren't dynamic either rarely did your choices make any difference so these event trees would look like stick figure sapplings rather than old oaks with multiple twigs. GW2 also had hearts which were pretty much quests under a different name. You went to the area did what it said to do and then turned it in. The only two things that Arenanet did do differently is that the bulk of exp came from gathering as well, countless times players would ask in forums why they had not reached max level from doing hearts and the DEs in all of the zones and they would have to be directed to gathering everything they could find as well as the discovery of poi's. Most other titles don't give you exp for gathering and if they do it's so low it doesn't make a difference. I personally like a balance of quests and sandbox but I would have to say that GW2 was not sandbox in the slightest sense. I am highly interested in Ark as an all sandbox experience with heavy crafting but sadly I think it won't have any questing at all when released not even an arch storyline.
    I have to agree that the Dynamic event system in the early zones for GW2 are few and far between. Too much so. Places like Orr and Silverwastes did it much better, but of course those are high level areas, so a good number of people might not have ever even seen the event system a bit more fleshed out. DE's are just basically public quests that can have a small impact on the world for short periods. Although, unless you have multiple people keeping forts open in Silverwastes and escorting yaks between the forts, the breach event won't happen. It can be repetitive, but it's also highly rewarding especially with magic find boosts.

    During the beta weekends for the expansion, the new area is like Silverwastes on steroids. There's a ton of things going on, and most require multiple areas to get things done in order to progress the event process. It's a much better system that what people are first introduced to. It just sucks that you don't get to see it until max level.
  • Righteous_RockRighteous_Rock Member RarePosts: 1,234
    I have thought of this question before as  I played Skyrim.  My brother in law progressed through Skyrim much faster than I.  He did the quests,  I would say to him,  I'm not sure if I have done any quests,  normally when I play,  I log in and the game takes me where ever I go,  I  have no objective other than to listen and see what's going on and then to respond to it.  I think there is a better alternative to questing,  it's not easily pulled off,  but I believe if you are playing a game and can get to the point to which progression is irrelevant as well as progession efficiency and you log in with no objective other than to listen,  see,  and respond, then you've got something special. Role playing used to provide that,  I am hoping to see rp make a comeback and I believe it will. Rping could keep the same old fresh,  even the sandbox can't hold a stick to the addictiveness of a  committed rp community. 
  • IselinIselin Member LegendaryPosts: 18,719
    I don't think there is any inherent problem with quests in MMORPGs. They are part of the story and setting that makes the games feel like they have a tale worth telling. The problem is with the types of quests that undermine the massively multiplayer nature of the games and our need to turn a blind eye to others around us completing the same single player tasks that we have already completed.

    Warhammer Online, Rift and GW2 are good examples of MMMORPGs at least attempting to cater to all players in the area at once by providing interesting elements that are, at least in theory, non-repeatable group events. But they also fail in the "non-repeatable" department and we can more or less see the triggers and patterns when they do repeat themselves.

    EQN, at least on paper, also has grand ideas about world-changing events that drive the story in interesting, non-static ways with different ways to spawn migrating mobs that drive the conflict and story arcs. There are several other MMORPGs in development that are also attempting to head in that same direction in a more Dwarf Fortress kind of way where the game and the NPCs have their own thing happening independent of player interaction and the players are dropped into that world to react (or not) as they wish.

    That's the type of questing that MMORPGs should have: unique, interesting things happening in the world constantly that the community responds to in a variety of different ways. Like non-repeatable rifts and dynamic events that give us a better illusion of a need for massive numbers of us to participate to overcome the dangers and shape the world.

    Maybe one of the new MMOs will get it right and that will become the new genre-defining trope.
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  • waynejr2waynejr2 Member EpicPosts: 7,769
    Loke666 said:
    I think some questing still are valid, TSW handles this well. Questhubs and huge numbers of exterminator & FEDEX quests however are very dated. I think a mix of some larger epic quests, Dynamic events and the sandbox exploration model is the best way to handle things unless someone invents something totally new.

    Well, if you go by the old hollywood standard, there are only 7 plots that exist.   So there really isn't anything new under the sun.  The OP's question of "better" should be stated as "different".  We could do something different but for me, it could be moving away from the RPG aspect of mmoRPGs.

    There are systems that could be employed but I believe that players wouldn't like them as it would require time/effort.  Take exploration, some people say they want exploration but then also state that they don't want empty places.  So that implies everything must have adventure going on all the time rather than the boringness of searching for something.

    BTW, I love exploration and agree we should have more.  But the powers that be see it as a waste of dev resources.  Some players just hated it and so get no value out of it which is also a concern to devs.

    Dynamic Events are great imo.  CoX Rikti invasions were a find example of early DE and even years after it was introduced you would see people come from many zones to participate in one.  What could be done to make them more interesting or better without over doing them to the point of cliche.

    Epic quests are great.  There is an idea that some DM's used in early pen and paper of a players "life quest/mission" where the player deals with it over the life of the character.   Also, outside of life quests, imagine some kind of quest chain that never appears in any quest log that player gets without knowing about but unlocks further adventure later on.

    Fedex and Kill quests should be put in as jobs specifically to earn money.  Give us less money and armor/weapons from killing rats and instead make them some kind of bounty as we have today.  When I was a teen, there was a bounty the county would pay for fox extermination as they were over populated, diseased and killing chickens on local farms.  IIRC, it was only $2.00 each but it was something.


    http://www.youhaventlived.com/qblog/2010/QBlog190810A.html  

    Epic Music:   https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1

    https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1

    Kyleran:  "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."

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  • AryanRoAryanRo Member UncommonPosts: 48
    I guess nobody here play EQ1 .. LOL.. EQ1 was the first prior to WoW and EQ2 to have quest.. but to run the quest you had to keep a notepad handy to remember all the stuff the npc ask you to get.. then you would return to said npc with the amount of items and get reward and some xp.. Still the game was a mixture of questing and grinding and you did not have a quest journal or anything along the lines to keep track what npc ask you to do what .. pretty much you had to remember or keep notes about it.. EQ2 came with book journal and quest tracker and all that stuff.. EQ1 or Everquest.. had insane long quest that you had to search for guides online to work and printed them out to keep track of your quest.. Once the npc gave you the dialog he or she would not repeated.. after words in later expansion you could talk to the npc again and would repeat what was ask.. People complaint about the quest or grind of the games .. they are the challenges of playing a game.. if you don't want to complete said tasks.. why do you play that game to begin with..

    The only thing WoW brought is insta-gratification to people who could not go thru or play thru the harsh rules of the games at that time.. Most games developers have succumb to that type of play that has ruin game play today.. Even EQ2 which was at introduction with lesser rules then EQ1 but retain some harshness was also water down later to compete with WoW..

    One of the biggest issues right now in NA is that we are getting games developed in other countries and brought over here years after their initial release. The outcome of that is some are able to join said games in initial release and control or be top players when it is finally released in NA.. In the battle of subscription vs cash shop games.. cash shop games won the war.. instead of quality games .... we are getting crap..
  • TheocritusTheocritus Member LegendaryPosts: 9,754
    For me it usually isnt the quest itself thats the problem, its that I have to waste several minutes running back and forth to NPCs and mobs.....I know some people liked TSWs questing system, but I did not.....Watching several cutscenes and voice acting does not belong in a MMO.....Also I beat two quests when I wasnt even at the keyboard so how is that a good system?
  • laseritlaserit Member LegendaryPosts: 7,591
    I like the idea of the virtual world. I like the idea of making an Ork and having him do the things that Orks like to do. I'd like to see a massive virtual world like Outerra, with a massive ecosystem that keeps you occupied and entertained just try to survive and flourish in it.

    "Be water my friend" - Bruce Lee

  • Loke666Loke666 Member EpicPosts: 21,441
    waynejr2 said:
    Well, if you go by the old hollywood standard, there are only 7 plots that exist.   So there really isn't anything new under the sun.  The OP's question of "better" should be stated as "different".  We could do something different but for me, it could be moving away from the RPG aspect of mmoRPGs.

    There are systems that could be employed but I believe that players wouldn't like them as it would require time/effort.  Take exploration, some people say they want exploration but then also state that they don't want empty places.  So that implies everything must have adventure going on all the time rather than the boringness of searching for something.

    BTW, I love exploration and agree we should have more.  But the powers that be see it as a waste of dev resources.  Some players just hated it and so get no value out of it which is also a concern to devs.

    Dynamic Events are great imo.  CoX Rikti invasions were a find example of early DE and even years after it was introduced you would see people come from many zones to participate in one.  What could be done to make them more interesting or better without over doing them to the point of cliche.

    Epic quests are great.  There is an idea that some DM's used in early pen and paper of a players "life quest/mission" where the player deals with it over the life of the character.   Also, outside of life quests, imagine some kind of quest chain that never appears in any quest log that player gets without knowing about but unlocks further adventure later on.

    Fedex and Kill quests should be put in as jobs specifically to earn money.  Give us less money and armor/weapons from killing rats and instead make them some kind of bounty as we have today.  When I was a teen, there was a bounty the county would pay for fox extermination as they were over populated, diseased and killing chickens on local farms.  IIRC, it was only $2.00 each but it was something.
    Yeah, Hollywood had issues with new ideas for a long time and they tend to copy eachothers as well as foreign movies as well. If someone makes a movie about a giant asteroid on collision course with earth then 2 other studios make the same one as well.

    But there is more than 7 plots. Someone for example bought the rights to "Look whos back", a book where Hitler wakes up in Berlin 2011 and becomes a youtube comedy hit... I bet no-one made that one before. :)
  • laseritlaserit Member LegendaryPosts: 7,591
    Loke666 said:
    waynejr2 said:
    Well, if you go by the old hollywood standard, there are only 7 plots that exist.   So there really isn't anything new under the sun.  The OP's question of "better" should be stated as "different".  We could do something different but for me, it could be moving away from the RPG aspect of mmoRPGs.

    There are systems that could be employed but I believe that players wouldn't like them as it would require time/effort.  Take exploration, some people say they want exploration but then also state that they don't want empty places.  So that implies everything must have adventure going on all the time rather than the boringness of searching for something.

    BTW, I love exploration and agree we should have more.  But the powers that be see it as a waste of dev resources.  Some players just hated it and so get no value out of it which is also a concern to devs.

    Dynamic Events are great imo.  CoX Rikti invasions were a find example of early DE and even years after it was introduced you would see people come from many zones to participate in one.  What could be done to make them more interesting or better without over doing them to the point of cliche.

    Epic quests are great.  There is an idea that some DM's used in early pen and paper of a players "life quest/mission" where the player deals with it over the life of the character.   Also, outside of life quests, imagine some kind of quest chain that never appears in any quest log that player gets without knowing about but unlocks further adventure later on.

    Fedex and Kill quests should be put in as jobs specifically to earn money.  Give us less money and armor/weapons from killing rats and instead make them some kind of bounty as we have today.  When I was a teen, there was a bounty the county would pay for fox extermination as they were over populated, diseased and killing chickens on local farms.  IIRC, it was only $2.00 each but it was something.
    Yeah, Hollywood had issues with new ideas for a long time and they tend to copy eachothers as well as foreign movies as well. If someone makes a movie about a giant asteroid on collision course with earth then 2 other studios make the same one as well.

    But there is more than 7 plots. Someone for example bought the rights to "Look whos back", a book where Hitler wakes up in Berlin 2011 and becomes a youtube comedy hit... I bet no-one made that one before. :)

    Must be an Indie film :)

    "Be water my friend" - Bruce Lee

  • Loke666Loke666 Member EpicPosts: 21,441
    laserit said:
    Yeah, Hollywood had issues with new ideas for a long time and they tend to copy eachothers as well as foreign movies as well. If someone makes a movie about a giant asteroid on collision course with earth then 2 other studios make the same one as well.

    But there is more than 7 plots. Someone for example bought the rights to "Look whos back", a book where Hitler wakes up in Berlin 2011 and becomes a youtube comedy hit... I bet no-one made that one before. :)
    Must be an Indie film :)
    Actually, the book is a bestseller with millions of copies sold so, no. And yeah, I read it and laughed myself silly.

  • Mecaza99Mecaza99 Member UncommonPosts: 8
    I enjoy questing in any game.. but I do like some freedom on the quests I choose to do. WoW had much more of that freedom in the early days.. you went to a quest hub.. picked up a bunch of quests and did them as you saw fit. They changed that - now you go to a quest hub - pick up one or two - do those, return to quest hub -rinse and repeat and you MUST complete a lot of the quests before you can advance. A change I hate!
  • JDis25JDis25 Member RarePosts: 1,353
    edited August 2015
    Crafting, Exploring, PvP, Questing, a little bit of everything is nice just as long as not one of them is not required.
    Now Playing: Bless / Summoners War
    Looking forward to: Crowfall / Lost Ark / Black Desert Mobile
  • EladiEladi Member UncommonPosts: 1,145
    Questing to level is outdated and should go. doing quest for content (story) and abilities or gear may stay. let people pick the quest they Want to do, do not force them to do any at all if they don't want to.
  • AlverantAlverant Member RarePosts: 1,320
    I liked what City of Heroes did in its later years and have you talk with people at first but later were able to contact them remotely. It made things easier. Who else remembers that contact way at the far end of Independence Port? Anyway I don't really have a problem with quest hubs. It's something you have to help move your character along in the story.
  • dragnmastralexdragnmastralex Member UncommonPosts: 29
    I like my quest like I like my games... tells a story is part of the lore, entertaining and not just put there to level up... quest can take you to new places, teach you new tricks, give you insight to other parts of the game, and they can also change the reputation of your character and how people in the game interact with you.... they don't have to be mindless like kill 10 of these beast or deliver this letter to the scout master. Modern makers of games seem to forget this and just see questing as a way to get from level 1 to level cap.
  • waynejr2waynejr2 Member EpicPosts: 7,769
    Loke666 said:
    waynejr2 said:
    Well, if you go by the old hollywood standard, there are only 7 plots that exist.   So there really isn't anything new under the sun.  The OP's question of "better" should be stated as "different".  We could do something different but for me, it could be moving away from the RPG aspect of mmoRPGs.

    There are systems that could be employed but I believe that players wouldn't like them as it would require time/effort.  Take exploration, some people say they want exploration but then also state that they don't want empty places.  So that implies everything must have adventure going on all the time rather than the boringness of searching for something.

    BTW, I love exploration and agree we should have more.  But the powers that be see it as a waste of dev resources.  Some players just hated it and so get no value out of it which is also a concern to devs.

    Dynamic Events are great imo.  CoX Rikti invasions were a find example of early DE and even years after it was introduced you would see people come from many zones to participate in one.  What could be done to make them more interesting or better without over doing them to the point of cliche.

    Epic quests are great.  There is an idea that some DM's used in early pen and paper of a players "life quest/mission" where the player deals with it over the life of the character.   Also, outside of life quests, imagine some kind of quest chain that never appears in any quest log that player gets without knowing about but unlocks further adventure later on.

    Fedex and Kill quests should be put in as jobs specifically to earn money.  Give us less money and armor/weapons from killing rats and instead make them some kind of bounty as we have today.  When I was a teen, there was a bounty the county would pay for fox extermination as they were over populated, diseased and killing chickens on local farms.  IIRC, it was only $2.00 each but it was something.
    Yeah, Hollywood had issues with new ideas for a long time and they tend to copy eachothers as well as foreign movies as well. If someone makes a movie about a giant asteroid on collision course with earth then 2 other studios make the same one as well.

    But there is more than 7 plots. Someone for example bought the rights to "Look whos back", a book where Hitler wakes up in Berlin 2011 and becomes a youtube comedy hit... I bet no-one made that one before. :)

    Well, there is the 7 plot theory?  Have you googled it?
    http://www.youhaventlived.com/qblog/2010/QBlog190810A.html  

    Epic Music:   https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1

    https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1

    Kyleran:  "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."

    John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."

    FreddyNoNose:  "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."

    LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"




  • KazasuKazasu Member UncommonPosts: 6
    I feel that you quests can be entertaining, but I would prefer if they were tied into a central story. Have a few spontaneous quests, a few fun puzzles, and have a variety of quests that build up the atmosphere of the world. Then, if you still need to, you can add in events that make up the bulk of the story and quests to tie into those events. However, I feel that quests should not exist for the pure reason of advancing your character. They can definitely be a nice side benefit, but if the only point to you going through this quest is to gain more skill points, more gold, or more experience, then what differentiates it from farming? In order for questing to move beyond the current system, we need to redefine how progress is measured in MMOs. Once we do that, quests can become something the individual becomes invested in because of the story inherent to it. Even if the plot hook is immeasurable wealth, separating the quest from the grind will lead to a more enjoyable experience. This is, of course, my humble opinion. And I must admit that it has been built up by a combination of MUDs and PnP games. Having played DDO both for the quests and then running through it to level up characters quickly may also have played a role in this. Regardless, thanks for reading!

    image
  • TaishiFoxTaishiFox Member RarePosts: 999
    I don't particularly mind it as such but I do agree on things such as the rifts in Rift or the events in Guild Wars, we really need more of that. I also liked the Public Quests in Warhammer and liked how the pre-NGE SWG handled missions rather than sending you on numerous quests you could just go get a mission yourself or do whatever it is you wanted in order to progress and it was much more sandbox than most MMOs out there. Having a good mix variety certainly is better than the simple and somewhat boring theme-park hub questing that seems to be a trait for MMOs these days.

    imageimage
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  • AntiquatedAntiquated Member RarePosts: 1,415
    I don't believe that quests themselves are the problem. Quest hubs are. Gating the content by level and then gating the levels by "you must do zones A, B, C in the order specified" is the issue. Make quests and quest rewards scaleable, and lose the concept of a "starting zone" and "endgame zone", and you're halfway free of guided themepark rides.
  • RattenmannRattenmann Member UncommonPosts: 613
    Games like Everquest and World of Warcraft you say?

    Well, how do the two compare? Everquest had practically ZERO questing for xp, while WoW only gave meaningfull xp for questing.

    Hard to take a news post serious from someone putting both games in the same basket.

    MMOs finally replaced social interaction, forced grouping and standing in a line while talking to eachother.

    Now we have forced soloing, forced questing and everyone is the hero, without ever having to talk to anyone else. The evolution of multiplayer is here! We won,... right?

  • WizardryWizardry Member LegendaryPosts: 19,332
    edited August 2015
    There is only ONE reason devs have started with these notions that questing and Trinity need to be changed.They are really bad developers.

    We don't need an alternative to questing we need more depth put into it ,more reason than a simple tool to gain levels.

    As an example an old game made on console FFXI.Questing did NOT offer any xp,it offered favor which opened up a new system with city guards to attain loot with achieved seals garnered by killing mobs.Questing offered a way to garner a new weapon skill.There is soooo much more can be done with questing,devs are just too cheap to afford the time to make more systems and write new menus.

    They just want a SIMPLE menu system that has a trigger that leads to a goal to trigger back to the npc then you click the npc that triggers an xp reward.They could add in puzzles but then how do you make it a good quality quest when your puzzles are in some bland dungeon where it is just stone walls with a couple textures?Anything you add into that bland dungeon will stand out like a sore thumb,aside from perhaps adding in breakable walls.

    Basically it takes a lot of work to make a really good quest,but it SHOULD,they are suppose to be a QUEST not an xp hub.

    Never forget 3 mile Island and never trust a government official or company spokesman.

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