Quest, some quest, no quest, better ideas, what do you think ? What's your best design of building an enjoyable mmorpg ?.... Something that would make a game enjoyable all the way through.
My opinion: A mixture of EVERYTHING in my design... but nothing dynamic like GuildWars 2, no automatic ever..... Natural only.
-People talk about first generation where you have to work at it... I agree, this is where the important ones should come into play where you have to pay attention to the lore.
-Kill ten rats is good for tutorial areas.
Kill ten of something is still a great idea as long as the Mobs have individual personalities. Like the red ones will run and come back, like the armor ones stand their ground, or the casters keep their distance and cast. Anything as long as it involves strategy. WoW beck in 2004 had intelligent mobs. Well, its 2018 I'm sure AI could be more creative than that. Vanguard had areas and camps that were scary as hell. Players would go around to avoid if not prepared or had been done.
-World bosses, but you don't know their world bosses. In my short time in P1999 I found this odd looking small guy, half the size of my character. I decided to take out this harmless looking thing..... Well, this so called little thing chased me all over the map and two shot me to death. So much for harmless. I made a small map with a note to self, Don't go over there....To this day I don't know what it was, I avoided the area all together. ….. To this day I sleep with one eye open
-Extreme adventure quest !!! The ones that take a group across fields, down valleys up hills and across roaring rivers. On the other side of the map, something that takes a group hours. But the quest needs to start at the quest giver.
NOTHING IN MY GAME would be automatic, modern or dynamic.
MY GAME would be very AI driven, everything would be smart and un-predictable, The player should be bated, and tricked way beyond anything done before. This is where developers will focus modern.
idk it's trend of not , but the design that most used is let player chase after quests .
You start at A , do A quests , then move to B , do B quests , then C , D , E , F ect ... I think this design is worst , cause it create too many quest hub bases that thin out player base .
If it was me , i rather have a few bases like large cities , player come to cities , take quests , move out to wild , adventure , return to cities to return finished quests .
Quest will reward purely money , Player then will use the gold they earn from quests to buy equipment from NPCs vendor (instead of get from quests) with the gold they earn . I will even add exp stones/cards in NPC vendor
Then add fame to the quests , fame will reset monthly and top quests finisher will earn temporary hero tittle
Quests these days are like the U.S. Tax Code. The reason we have exemptions and deductions in the Tax Code is so that Congress can influence commercial behavior.
For example, we have a shortage of honey bees. Congress could just start building honey bee habitats. That would mean Congress writing a check. Or, they can give you a tax incentive (as they have) to have your own honey bee habitat. There are thousands of examples where Congress incentivizes people to do things or refrain from doing things using the Tax Code that way.
Similarly, WoW style quests are a way to encourage players to go somewhere, do something, and then leave to make way for new people. Developers are loathe to part with this system because then they won't know what the players will do. Some zones become overcrowded. Some zones become wastelands. Also without quests, it can be hard for a zone to have purpose. You end up with an area where random mobs wander about aimlessly.
That said, I hate WoW style xp quests too. I'm just pointing out that without them Developers have a lot less ability to structure their world (which i know some people feel is a bad thing anyway).
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
I would like real world usage of game worlds. It comes off more believable to me. I also believe developers should start pushing generic task into the procedural realm. Handcrafted questing should be meaningful. Like to gain a new class ability or special item or important narrative.
NOTHING IN MY GAME would be automatic, modern or dynamic.
MY GAME would be very AI driven, everything would be smart and un-predictable, The player should be bated, and tricked way beyond anything done before. This is where developers will focus modern.
So nothing would be dynamic, it would start at fixed quest givers, but it would be unpredictable ?
How can you make something unpredictable if it's not dynamic, if it's not changing over time ? How can something be AI driven and not dynamic ? You concept would be on a website like WoWHead with all details before it even leaves the public test realm...
Doesn't make any kind of sense...
The only way to make something in a MMORPG, or even generally in a video game, unpredictable, is to make it indeed AI driven, but also fully dynamically generated with as few as possible fixed parameters.
A Minecraft world, if you don't use the same seed twice, is quite unpredictable. The "!" over head quest giver model is not.
Ha, your really grasping at anything you can to get me. I hope you don't have me on GPS and following me
Questing actually gives the game lore. It attempts to capture are imaginations and introduce us to basic concepts. We learn by doing quests. When quests get stupid is when you have to kill 10 ducks and come back and kill 20 lizards, or whatever. I think when quests deviated from the lore and story line is when they get boring.
Another thread? If I were that type of person, I'd suggest going and playing in traffic. Fortunately, I'm not that type of person. Consider it a quest, if needed.
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Quests are limited by the types of interaction a character can do within the game world and how the world reacts to the player. (And, entirely too frequently, the writing). Since the only mechanism a game is likely to include is fighting, most games have quests that can only be solved with a fight.
I always saw three basic structures of quests in a game:
A bounty with a indefinite frame (kill N wolves, deliver a message). Ends when a condition is met.
A task that has specific steps the character must perform in a specific order. These type quests end when the player succeeds or abandons the effort.
A goal without any specific steps (unordered). Truly open-ended operation that ends only when the goal is achieved.
Any of these could generate a reward upon completion.
Ideally, each type of quest should be able to be generated dynamically within the game. Dynamic generation of quests would do a lot to increase immersion by providing a personalized set of quests a character would have access to. These would supplement 'normal' quests made by the developers that anyone could do.
Logic, my dear, merely enables one to be wrong with great authority.
quests should be acquired on the character select screen daily and ask stuff like; -eliminate players with a certain weapon, -open chests of different kinds, -land at specific locations and maybe even do something there with some friends or randoms or even -place above a certain rank each match like top 10
Comments
A mixture of EVERYTHING in my design... but nothing dynamic like GuildWars 2, no automatic ever..... Natural only.
-People talk about first generation where you have to work at it... I agree, this is where the important ones should come into play where you have to pay attention to the lore.
-Kill ten rats is good for tutorial areas.
Kill ten of something is still a great idea as long as the Mobs have individual personalities. Like the red ones will run and come back, like the armor ones stand their ground, or the casters keep their distance and cast. Anything as long as it involves strategy. WoW beck in 2004 had intelligent mobs. Well, its 2018 I'm sure AI could be more creative than that. Vanguard had areas and camps that were scary as hell. Players would go around to avoid if not prepared or had been done.
-World bosses, but you don't know their world bosses. In my short time in P1999 I found this odd looking small guy, half the size of my character. I decided to take out this harmless looking thing..... Well, this so called little thing chased me all over the map and two shot me to death. So much for harmless. I made a small map with a note to self, Don't go over there....To this day I don't know what it was, I avoided the area all together. ….. To this day I sleep with one eye open
-Extreme adventure quest !!!
The ones that take a group across fields, down valleys up hills and across roaring rivers. On the other side of the map, something that takes a group hours. But the quest needs to start at the quest giver.
NOTHING IN MY GAME would be automatic, modern or dynamic.
MY GAME would be very AI driven, everything would be smart and un-predictable, The player should be bated, and tricked way beyond anything done before. This is where developers will focus modern.
For example, we have a shortage of honey bees. Congress could just start building honey bee habitats. That would mean Congress writing a check. Or, they can give you a tax incentive (as they have) to have your own honey bee habitat. There are thousands of examples where Congress incentivizes people to do things or refrain from doing things using the Tax Code that way.
Similarly, WoW style quests are a way to encourage players to go somewhere, do something, and then leave to make way for new people. Developers are loathe to part with this system because then they won't know what the players will do. Some zones become overcrowded. Some zones become wastelands. Also without quests, it can be hard for a zone to have purpose. You end up with an area where random mobs wander about aimlessly.
That said, I hate WoW style xp quests too. I'm just pointing out that without them Developers have a lot less ability to structure their world (which i know some people feel is a bad thing anyway).
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
I hope you don't have me on GPS and following me
mmorpg junkie since 1999
- A bounty with a indefinite frame (kill N wolves, deliver a message). Ends when a condition is met.
- A task that has specific steps the character must perform in a specific order. These type quests end when the player succeeds or abandons the effort.
- A goal without any specific steps (unordered). Truly open-ended operation that ends only when the goal is achieved.
Any of these could generate a reward upon completion.Logic, my dear, merely enables one to be wrong with great authority.
-eliminate players with a certain weapon,
-open chests of different kinds,
-land at specific locations and maybe even do something there with some friends or randoms
or even -place above a certain rank each match like top 10
Seems like the questing experience is cheapened. The story isn't as enjoyable being a road block to progression.