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The Daily Quest - How can we bring back exploration to MMOs? -

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129
edited December 2015 in News & Features Discussion

imageThe Daily Quest - How can we bring back exploration to MMOs? -

Earlier this week Bill asked, "What does the MMO need?" In that piece he focused on group content. I'd also argue that another thing that MMOs need to bring back is a real sense of exploration. But how?

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Comments

  • ScorchienScorchien Member LegendaryPosts: 8,914
    edited December 2015
    remove DF ..

    remove Instant Travel ...

    reward for exploration and discovery , in titles ,housing items , vanity items , mounts etc.. easy to do ,

    But does todays redbull chuggin , hotpocket eatin xbox generation want to discover anything without it being handed to them on a plate with a bib , want this , i dont think so , the soccer generation that has invaded this genre wants to be rewarded for participating in logging in , let alone putting forth any sort of effort ...
  • jesteralwaysjesteralways Member RarePosts: 2,560
    I would say keep huge portions of maps where there are no signed quests, those areas have to be discovered and quests have to be found and quests in those areas will be totally dynamic along with mobs. There needs to be secrets in those areas which after dinging might indicate there are other secrets in those areas too. these areas should come with lore that might not have direct effect on game but it will show players a lot of stuff and might somehow trigger a flag or two for some unknown hidden epic quest. There are a lot of things they could do but developers are just not interested in taking the risk.

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  • jesteralwaysjesteralways Member RarePosts: 2,560
    Scorchien said:
    remove DF ..



    remove Instant Travel ...



    reward for exploration and discovery , in titles ,housing items , vanity items , mounts etc.. easy to do ,



    But does todays redbull chuggin , hotpocket eatin xbox generation want to discover anything without it being handed to them on a plate with a bib , want this , i dont think so , the soccer generation that has invaded this genre wants to rewarded for participating in logging in , let alone putting forth any sort of effort ...


    I don't understand the bitterness against instant travel, we are mostly playing either fantasy or sci-fi games. Fantasy games filled with magic and oddities but instant travel is a big "no no"? doesn't make sense to me. And do i even need to start about sci-fi? And if they remove dungeon finder then they should add dungeon specific port spell after that dungeon have been discovered by players.

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  • elockeelocke Member UncommonPosts: 4,335
    Fallout 4 does exploration right. Pick a direction and stumble upon organic locations and quests and good loot that is scattered all over the map as well as challenging enemies. Basically use a map to immerse the character in the game world as opposed to just making maps that are stepping stones to another zone. This in turn gives reasons to come back to older areas you have been through, especially if something you did affects the area and it changes. For example, in Fallout 4, I found a quarry with water in it, the quest there was to fix the pumps. Do that, come back later and all the water is gone and the place is crawling with raiders to take down.
  • tom_goretom_gore Member UncommonPosts: 2,001
    Exploration in MMOs is problematic, since once you've explored a particular place, it's rarely worth it to come back.

    Crowfall is trying to eliminate this problem with procedurally generated worlds that are erased and re-created periodically. It'll be interesting to see how it will work in practice and how intriguing the generated worlds will be.
  • BillMurphyBillMurphy Former Managing EditorMember LegendaryPosts: 4,565
    tom_gore said:
    Exploration in MMOs is problematic, since once you've explored a particular place, it's rarely worth it to come back.

    Crowfall is trying to eliminate this problem with procedurally generated worlds that are erased and re-created periodically. It'll be interesting to see how it will work in practice and how intriguing the generated worlds will be.
    I like this idea, though the tech is new, it can be done. I expect CU to do it well too, and even EQN if it's still as planned.

    Trove does it OK, but the sort of voxel world rarely has me in wonder when I stumble upon something, since the dungeons etc you find are just placed in new areas, but not really new each time.

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  • falc0nfalc0n Member UncommonPosts: 385
    I liked how SWG did exploration. points of interest galore
  • NomadMorlockNomadMorlock Member UncommonPosts: 815
    The biggest problem is static worlds. This applies to quests and quest givers as well as discovery locations. I think GW2 was smart in its approach to events in an area constantly changing, but imagine if each area you might visit had 100 possible phases or "changes" based on events, time of day, time of year, etc. I imagine in the future a combination of procedurally generated series of events based on an areas lore and such will be the pinnacle a new living world.

    I envision a day when you will never be able to look up a quest or puzzle online for a solution and when revisiting an area having a completely different experience than the first time through.
  • Colt47Colt47 Member UncommonPosts: 549
    They can bring back exploration to games as long as they can finally get around to leveraging the strengths and weaknesses of both static and procedurally generated content.  Right now fans are pushing for pure procedural generation, which is going to flop no matter what because all that is going to result in is uninteresting landscapes.  Think about it: If we were to enter a procedural generated plains we really don't care too much about the position of the trees, rocks, and roads since the feel of the zone will be the same as the last one.  

    The strength of a procedurally generated area is tied to how it works with the game we are playing in.   If the game is about collecting resources that are normally finite, such as precious minerals or an old forgotten ruin of minor significance procedural generation can add to immersion since we would always be looking for new resource locations that are untapped.  

    Another mechanic they could utilize is having procedurally generated areas that players can explore, and once the explorers stake the area out it becomes a static zone.   Sort of like playing a big game of carcassonne with certain areas or zones.  The developers could put key dungeons and locations in the discoverable zones and release new ones later when they make new permanent areas.  
  • FourplayFourplay Member UncommonPosts: 216
    The issue on the player side is lack of genuine curiosity. Remember as a kid when you discovered or saw something for the first time, that feeling you felt.Then as you spent more time in the world all those first times, turned into 100th times. That cave you found at age 7 probably isn't exactly the same if you revisited it at age 30 with open eyes.

    The moment you know or think you know, the magic is gone.

    So if exploration is something cared about, one would have to ignore super detailed maps or walkthroughs and explore with a child's eyes and no preconceived judgements.

    On the developer side, there is no shortcut for creating worlds. They need to weigh if creating living breathing worlds that don't hold your hand or cater to the individual is worth it if it makes players uncomfortable or pushed them away, there is an edge to walk.

    The goal is dynamism, destruction, mystery, and choice all creating emotional weight. I doubt one mmo alone will encapsulate all that.
  • meonthissitemeonthissite Member UncommonPosts: 917
    One does not have to remove instant travel to make exploration a thing. Plenty of mmo's have exploration and teleportation side by side and offer teleportation as an option only when you have discovered the teleport device. So that nonsense can just stop now, all these people with nostalgia about days when programming was terrible in game titles really make me laugh.


    That being said, just as open PKing has never been fully punished like it should be, exploration has never been rewarded like it should be. Not a single title out there really gives exploration it's due. All they'd have to do is offer items of value, rare enchants, rare parts (like gems etc depending on the game), decorations for housing, skins for armor, etc. It could even be multiple choice giving people the ability to pick what they'd prefer when they get rewarded.


    The other thing they could do is randomize exploration zones, so that sometimes they could be one thing like a witch living in a cave or a pirate captain who is in the process of telling his ship crew to hide a burried treasure after players empty out the cave of the witch, or they could even have the option of finding creatures in these caves that don't exist in the rest of the natural world that they could tame, raise and turn into mounts or combat companions. Really do they not have imaginative enough people on their staff to make these kinds of ideas come to life?
  • DauzqulDauzqul Member RarePosts: 1,982
    Exploration requires distance. Modern MMOs are too small and too linear. If there is a game with a large amount of land, instant travel destroys it...
  • KajidourdenKajidourden Member EpicPosts: 3,030
    It's a mindset we probably won't ever see a resurgence of.  Everyone is goal/task-oriented now and nobody cares about stopping to look around.  "HURRY UP I WANT MY GEAR TOKENS!!!!!"
  • Octagon7711Octagon7711 Member LegendaryPosts: 9,004
    I enjoyed exploration in GW2 because I got lots of xp and I enjoyed taking my low level ranger pet hunting in high level areas, lots of deaths, lots of fun. I also enjoyed exploring in ESO especially when I had to take my low levels to a high level zone to become vampires and werewolves so I could level their skills while I quested, you also got good exploration xp. Side benefits were waypoints and towns were already discovered making doing the quest lines easier. All that's not counting exploring with alts also.

    SWTOR, Aion, LotRO, AoC (Tortage storyline) was more interested in the story then exploring.

    As long as MMO's give me incentives to explore and don't block higher content access for low level characters I'm happy.

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  • DaikuruDaikuru Member RarePosts: 797
    create an interesting world which is worth and fun exploring, with hidden places, surprises and rewards.
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  • auryxauryx Member UncommonPosts: 93
    I'm interested that some people quote GW2 as a favourable example of exploration - I couldn't stand it. Every 2 paces in the "wilderness" there's some quest giver or quest hub dude with a telescope, pointing out everything around you....

    Remember the original GW....you left the Ruins of Ascalon without really knowing where the next quest hub was...found Sardelac Sanitarium....wandered a bit more...up into the hills, dying a few times...and then you turned a corner and this vast vista opened out, with the huge crystal embedded in the earth....it was spectacular. Now THAT is how to do exploration in MMORPGs. No trail of quest givers, you had to find the way yourself.
  • MadFrenchieMadFrenchie Member LegendaryPosts: 8,505
    Coming from DAoC...  Can honestly say that exploration for the sake of exploration was never really a big deal.

    I don't have a lot of fond memories of running around in the woods/mountains of DAoC just to see what's out there.  Exploring dungeons, on the other hand, was often a tense and rewarding experience.  Of course, this was back before everything was available in an online map within a week of open beta, so it was easier.

    The only way to keep exploration interesting for MMORPGs is randomly generated paths/maps, which seem to result in bland and uninteresting environments (at least, with current technology).

    Much better to simply create dynamically spawning mobs that have a defined agenda and behavior patterns than try to put that much time into making the environments uniquely special.  If you never experience the same thing when you visit the same place twice, it will always feel unique, even if it looks familiar.

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  • enesisxlr8enesisxlr8 Member UncommonPosts: 197
    Asherons call and hunting out in the open... amazing... 
  • waynejr2waynejr2 Member EpicPosts: 7,771
    I enjoyed exploration in GW2 because I got lots of xp and I enjoyed taking my low level ranger pet hunting in high level areas, lots of deaths, lots of fun. I also enjoyed exploring in ESO especially when I had to take my low levels to a high level zone to become vampires and werewolves so I could level their skills while I quested, you also got good exploration xp. Side benefits were waypoints and towns were already discovered making doing the quest lines easier. All that's not counting exploring with alts also.

    SWTOR, Aion, LotRO, AoC (Tortage storyline) was more interested in the story then exploring.

    As long as MMO's give me incentives to explore and don't block higher content access for low level characters I'm happy.

    I hated exploration in GW2 because it was setup for XP rather than exploration for the sake of it.
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  • josko9josko9 Member RarePosts: 577
    Bring exploration back?

    ESO just released and it's one of the best exploration MMOs of all time, if not the best.

    People don't even know what exploration is anymore, as seen in that article. WoW had at best mediocre exploration at it's peak, not worth mentioning. It's simple really, if you want to have a great exploration game, first you'll need a game that is very story-driven with high quality voice acting (99% of all MMOs fall out). Then Zones shouldn't be copy-pasted with the same assets over and over again (WoW). New assets for every Zone is a MUST, and even ESO didn't get it 100% right, at least with the new DLCs they are improving on that. Lastly there should be many points of interest, even if they are just there for you to read a note or a book, oh and creating great views is a must as well. 

    I know that MMOs were generic most of the time since they got invented, but it's time to make everything more dynamic. And most of the new-generation MMOs are doing just that.


  • GrakulenGrakulen Staff WriterMMORPG.COM Staff LegendaryPosts: 894
    I like what ESO did in a number of ways. Treasure maps were a great idea.
  • RolanStormRolanStorm Member UncommonPosts: 198
    Make players work. Stop giving them everything on golden platter. Kill quest? Make them seek out their targets. Monsters should migrate and develop. Delivery? Give just a name and area person is supposed to be. If it's medieval setting player should search for addressee. Sci-Fi? Explore local Matrix or hire a specialist. Better - be one. Procedural generation mentioned above is a good idea for both.

    Lore libraries. Tie things you read about in game books to certain locales. Make books hints on how to improve you character. Also - what the hell - make books hard to find too. Collecting rumors, paying off specialists for information or - maybe - other players that might know where the book is. Add to game talking artifacts and magic trinkets that show direction or glow in presence of treasure. This will be harder to implement as procedure-generated content, but still possible.

    SWG mentioned... Who the hell cared about POI before it turned out player need them to unlock Force-sensitivity? Dedicated few. After the fact became known? Almost everyone.

    Exploration should be meaningful. Not just roaming around, but find new things people will use in their adventures. General rule is: find something new = development. Find something that makes character more powerful. Nothing else works or works poorly.
  • MendelMendel Member LegendaryPosts: 5,609
    There's one huge practice that hurts exploration games more than anything else -- spoiler sites.  With any static, predetermined map system, it will be published to various spoiler sites well before the end of Beta.  Any player who chooses, can see the remotest locations in the game world with a few clicks, with only a few more clicks to see instructions on how to complete the quest.

    The only real solution to keep the world's configuration a mystery, is some sort of dynamic generation of content.  Either instanced quest destinations that are randomly generated (and populated) or dynamically generated quests that aren't easily investigated (and documented).  The level of AI needed to generate suitable text hasn't really been achieved in academic environments, much less games.  Creating dialog and narrative (a mini-story for a quest) that matches the environment is very complicated.

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  • angus858angus858 Member UncommonPosts: 381

    Dynamic spawn locations - hunting should involve ... hunting.  Quest givers don't need exclamation points above their heads, nor do they have to stand in a predictable location.  They can travel between towns just like players do.  Mini-maps are unnecessary and larger maps need not contain details beyond the basic landforms, roads, and towns.  Wilderness zones need not be gated sequentially by difficulty.  A new player should be able explore areas which are very dangerous, as long as they are willing to risk dying.  Rewards can include valuable resources and rare spawns that only happen in places which take time and effort to reach.

    All of that has been done before, and successfully.  How to do this is not a mystery, it is just a business decision which must include the fact that most paying players don't care about exploration and would not play a game which included the things I mention above.

  • AmatheAmathe Member LegendaryPosts: 7,630
    Games should have a larger mystery with a correspondingly large reward that exploration helps to reveal.

    In original SWG, the players were out exploring like crazy to figure out how to unlock Jedi. Every little skull, every little ruin - you name it, it was evaluated. There was even a website compiling all that information.

    Sadly, it turned out that the method to unlock Jedi had absolutely nothing to do with exploration or anything else sane. But until we all knew that exploration was very fun and important!

    Forget about mobs and chests and the like. Give us a mystery and a reason to be out beating the bushes.

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