I'm an explorer type. That's how I like to play.
For others, they like the Quest driven system.
But I get tired of being locked out of content because I didn't run to the nearest Pez dispenser and just follow the bread crumbs as designed.
Exploration gives you a sense of accomplishment, you find it and sometimes have to figure it out to gain access. You did something.
That's what's so boring to me with the Quest designs. They just give it to you, and you just do what they give you like a rat in a maze.
Follow the cheese...not fun.
Wouldn't it be nice if you can play the same content from both perspectives in the same game world?
Comments
It's also why I get into so much trouble as I don't want to follow endless relay race quests in order to progress through the world.
I'm stuck in Lord of the rings online because I didn't do the quests leading up to MInas Tirith, did what I thought would get me through it but now I'm essentially stuck on the battlefield with no clear way to make it past everything. I also blame their stupid "big battles" which are tiresome.
I couldn't get a compass in Black Desert because I needed to do some quests leading to the guy who gives you a compass. Though to be honest, making my way across the desert without it had it's own level of fun.
Hate in Lord of the Rings Online when I'm exploring and come to an area that says I need to be on a certain quest.
I'm just over theme park games.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
It could be done differently.
You can explore, perhaps find a space station or an old monastery and inside you have to fight your way through and whatever you can take are the "rewards."
I remember being in vanguard and there was this old stone tower on a hill. Sort of a ruin. I climbed it and right in the center was this moving blob. At least I remember it moving . In any case, I couldn't attack it but if I clicked on it I got some cheese. It was something like "stinky cheese" or pungent cheese or "whatever it was called."
More stuff like that can count as rewards. Fighting your way through a dungeon or a ruin or cave can yield rewards.
But this thing with getting quest, running to quest, killing, obtaining a small amount of something and running back (or if it's a futuristic game, turning in the quest on some sort of in game device) is dull.
It's more than dull when there is a big quest marker over the thing you are supposed to find. ugh.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Someone who is registered as being a flex offender is a person who feels the need to flex about everything they say.
Always be the guy that paints the house in the dark.
Lucidity can be forged with enough liquidity and pharmed for decades with enough compound interest that a reachable profit would never end.
Not really true if one has a more explorer mindset.
I found all sorts of wonderous places, some much higher level than my character though I still went in, precisely because I explored.
It's called exploration for a reason.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
This is one of the reasons I want a huge world. So that there's new places to explore for a long time, and by then you can get the yearn to go back to old ones.
I'd love to see hidden, major "quests" in a game like this. Clues hidden in the decorations of dungeons and other places out in the wide world, or in semi-rare tomes. These can sometimes tie into the game lore.
They could lead to lost treasures of all sorts. Rewards that are better or more unusual than the norm.
Once upon a time....
Maybe quests can lead them to areas where they see plenty of other locations, and get that explorer bug to go see what's there.
"A cave. I wonder what's in there." (even NPCs get the bug. lol)
Once upon a time....
Rather than pin quests to a rote spot to to go or a small area to find interactable in, allow quest objectives to spawn in a variety of potential node locations relative to a) the player and b) obtaining the initial quest/lead.
Meaning even if you retread the same area and even the exact same quest. You aren't going to the exact same place and hopefully not doing the exact same thing(s) along the way. Quests should have steps that can be mix and matched to allow for fluidity in player experience while still maintaining the overarching goal and pace/structure.
Gives the framework that even old zones can be continually explored as you aren't bound to entirely rote tasks within the game world.
I've never thought in depth about this sort of thing, maybe you have.
I'm picturing a world full of Landmarks, that could be used to guide the player to the next point of interest.
Each Landmark could have a variety of clues pointing to it. From there, each possible location (Dungeon, cave, ruins, island, etc.) nearby can have their own clues for their identities. Each clue, for both a location and then which clue specifically, is randomly chosen.
Etc., etc., etc.
The player finds the next clue at each location.
Is that the sort of thing you have in mind?
Once upon a time....
I'm tossing out ideas to widen the experience, basically. To make MMORPGs feel more like the player is "living in a world." Simulated realism" and a wide scope of what we can all do.
Games are boring, with little variety. That's what I see needs to change if the genre is to be healthy.
I totally agree about options.
Once upon a time....
Just like the core of every game genre never changes, nor should the core of the MMORPG genre. The core of the MMORPG genre is simply a large persistent world with long term character progression, with the ability to interact and play with massive amounts of other players.
Outlets for multi-player cooperation, such as Raiding, can be outgrown. The reason why is because it's a time consuming activity that doesn't scale well with adulthood. It's natural for adults to settle down, have a family, and advance in their careers. So while a parent and career person may be able to find time to play in a virtual world, they cannot responsibly spend 3-6 hours at a time raiding.
Developers of RPGs, FPS, Strategy games etc don't just toss their playerbase as they age. They just evolve to keep things interesting and to become more accessible. Likewise, MMORPG developers.shouldnt be casting their aging demographic to the wayside by remaining stagnant in what they spend their developing resources on. So why are they tossing us to the side and why has the genre become stagnant?
We saw some evolution in the genre when EQ came out, then games like SWG, then again with games like WoW, followed by games like GW2. But after that,.it's just been the reinvention of the wheel with each successive MMORPG
That vast majority of players dont want to be running around finding clues in an MMORPG. Just like Easter, finding the eggs only goes for a short time, usually 1 time, then it becomes repetitive. Puzzles dont work with MMO's very well, not enough people want them.
I remember in Wurm the staff would sometimes (rarely) have some world puzzle challenge where people would run around the world going clue to clue to try to find the final treasure. The treasure was always something HUGE the devs would give away, and yet only 15-20 people would show up world wide. Maybe 2-4 would actually finish.
Throw a standard world boss or dragon event and immediately 100+ people would easily show.
While not most games have contributed to the evolution of the genre, some have improved the following:
1. Number of players that can coexist without lag.
2. Graphical quality
3. Supported resolution
4. Quest quality and variety
5. Complexity of combat mechanics both from players and the enemy (found more in group content to my regret)
6. Variety of meaningful things for solo players to do.
7. UI and responsiveness
Obviously some of these haven't evolved in over a decade and some stuff hasn't seemed to evolve in 20 years, such as some open-world sandbox features.
But this is all my opinion. I started in this genre in 2001 with DAOC and I've played most MMOs release. So I like to think I have a good perspective of the progress (in some areas) of the genre and most of the pitfalls it's fell into as well.
------------
2024: 47 years on the Net.
Joke aside, I do think trying to gamify the unlocking of the objective destination would likely be a bit much for most players. However the notion of utilizing more generic spawn nodes that allow for quests to be placed in a variety of places, and having interim steps/objectives that are randomized, would still go a long way to adding more exploratory elements to standard play.
Though I will say this element is also a bit subjective to presentation. For example if the "puzzle" was itself the narrative fluff of quest chain progression going to point A to do something before it sends you to point B, without expressly making you solve something to do so, you can pan things out so players are being sent to a few different places before hitting the final destination, and each location for quest progression could still be different from the last time someone ran it.
Big thing for me is not reducing the quests into daily mission type experience. When one says 'random spawn node' or 'random quest location' it shouldn't conjure the notion of "kill 10 rats" or "look for the interactable(s)", instead the spawn nodes need to have basically set pieces that can be spawned in at each location. Like little groves you can spawn different types of camps and stuff in that cater to different event sequences that the quest objective can be completed/rewarded through.
By saying "etc., etc., etc." I was referring to the fact that such a system can possibly do that on a limited basis, and yes, have players running around the local map, or even farther. But my thinking is that that's for the top end quests, for really good items. Maybe even one-of-a-kind items at the very top end. Like a special sword or staff.
The usual quest, the most common, would be those where you find something that leads you on to one more point, and that point might even be deeper in the same dungeon you are in.
Also, who says you aren't earning a reward for each step, each location?
I would think that a system like I'm talking about would have some sort of item for each location, so that the player can trade it to another player if they don't want it themselves. The quest being locked to the item, not the player, but said item being locked to the possessor. It might even be something like a "memory token" that signifies knowledge (or maybe ownership rights) and not a real "item", although functioning like one.
My intention here was just an idea. Naturally, game design makes a big difference in how the idea might be used.
Once upon a time....
So these "wyrds of power" are used to gain an action, whether that's to open a secret door, be imparted specific information, be gifted a locked down item, or whatever variety the design chooses.
I'm not thinking of instances with this, I really don't like instances. But you may be, I don't know. Lots of gamers don't mind instances, it seems.
These ideas are dependent on the game.
Once upon a time....