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8/01/07 8:36:09 AM#21
Originally posted by andyjd Now I haven't played DAoC in a long time but that game did seperate the two. You got some generic kill task from guards and a few other NPC's but your "quest" were different and formed a somewhat generic story throughout your leveling and usually involved recoving something or killing a boss of sorts. (its been awhile) It progressed and thats how you got your "epic armor" at level 50. Which at the time was the best armor you could get. It was nothing earth shattering but there was a difference. People would tell you to do "task" until you were high enough to do the next part of your quest. To bad Mythic f*cked the game all up...... |
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Samuraisword
Novice Member
Joined: 2/15/06
Gamers who use RMT are like athletes who use steroids |
8/01/07 8:36:11 AM#22
Here is an example of a quality, fun, quest from classic EQ1. This is the quest to obtain the Langseax or the Langseax of the Wolves. You need a very good faction to complete this quest (amiable at least). Granted, once the information is posted on a cheatsite you can look it up, but someone had to figure it out initially and many people enjoy figuring quests out themselves because that is what makes them rewarding and fun. Keep in mind that in classic EQ1 information was acquired by engaging NPCs with "key" words to further any conversation for additional clues. Lower level quests gave you the key words by highlighting them in the NPC text, but higher level quests did not. You had to research and explore to develop the correct questions, thus key words to ask. The NPCs didn't tell you which zone the next clue or NPC they named was located and NPCs didn't have stupid unrealistic icons floating over their heads, nor was there a minimap pointing the way in classic EQ1. You had to explore. What a concept! Faction also played a big part in many quests in classic EQ1, and many factions were opposing so that when you raised one, you would lower the other, which makes complete sense and adds to immersion and planning. You might end up KOS(kill on sight) at your favorite town if you weren't paying attention. Everyone I know who ran the Langseax quest thoroughly enjoyed it. |
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8/01/07 9:21:16 AM#23
Originally posted by Samuraisword
Why should devs rack their brains trying to come up with quest like this one if the community is just as, if not more happy going out and killing 10 rats like bots? Cynical am I? |
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8/01/07 12:09:58 PM#24
Perhaps it is due to the fact that most MMO's still build on the foundations set by single player CRPGs that we are stuck with this bastardized term. There's only one hero and all the actions we as player undertake are inevitably interwoven with a (usually) linear plot and storyline. Most CRPGs are just one big quest. Sure we can have a little more options, sidetracking and a slightly different outcome; but in the end the outcome has already been set one way or another, and that outcome is the goal of the game we are railroaded to. Thus it's fairly safe to say a quest is a major goal, something that would have a major impact on the story as a whole; be it the protagonists themselves or the world that surrounds them. In a way I feel MMO and CRPG questing are highly inferior to PnP RPG games with a half-decent Gamemaster as to avoid the feel of railroading, but also for the impact of the choices the characters make. The difference however is that for both CRPG and PnP RPG games the player(s) are the real protagonists or 'heroes', since they are the only 'real' entities that interact or shape the story by their actions; whereas in an MMO it's highly unlikely a player can become a 'hero' as their actions will usually have little affect on the gameworld or story due to lack of real interaction, consequences and the fact an MMO has to take entertainment of a massive amount of players into consideration. There's currently a bunch of games out there that have live-action events; player actions have consequences, on their characters and on the gameworld (which may include story progression). There's also MUDs who have proven real consequences to player actions are possible, mainly due to various Gamemasters catering for the undertakings of a bunch of players, allowing for questing and it's effects on the world. Now what if the next logical step for MMO questing could be found in specialized animation teams? No pre-scripted and programmed fed-ex 'questing', but Gamesmasters who alter and affect the world, make it dynamic, offer problems for groups of players to solve, where their actions will have consequences. Then again, dedicated teams like that would have a hard time catering to masses of players and more importantly, drain a lot of cash. Wishfull thinking perhaps?
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8/01/07 12:40:10 PM#25
There is an inherent contradiction in the world of MMOs with quests; you see this in WoW where the quest givers sometimes treat you as the only being they've ever talked to, and it's up to you, young dwarf hunter, to set the entire world right by taking down the troggs in that cave. So from the getgo, we've got a problem. There are multiple heroes doing the same thing repeatedly saving Azeroth by their deeds. It is, as has been mentioned above, deterius from single player RPGs where you ARE the hero and you need to do heroic things. In a multiplayer environment, this hits some cognitive dissonance devices and turns what was epic into the mundane because you wind up doing basicaly the same thing over and over again as you treadmill your way up the levels. This situation naturally grates on some players. Can't blame them, but hey, this is the nature of the beast. There are a lot of players out there that need directed content. SWG didn't operate that way and it suffered from a lack of 'content' as a result. Unless things are handed to some players, they aren't going to be happy. I'll give the Blizz guys some credit; WoW's quests are grounded in the overall storyline and while repetative, have story elements in them that are engaging. I think the quest series in Duskwood, in particular, is very good from a story perspective. Of course, this may not be satisfying for the most hardcore of MMO vets, who want world-changing consequences as part of the quest, but that's just not realistic because it involves upsetting the applecart that is the static world that can facilitate the army of players. The need for the virtual world you're participating in to be sustainable gets in the way, because every detail in it is artificial, not organic, just simulating organic. It's not self regulating at the level players interact with it, it just appears to be because it is static. CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested. Once a denizen of Ahazi |
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MiNaAu
Novice Member
Joined: 2/02/06
You have just wasted five minutes of my life, I want it back |
8/01/07 12:59:43 PM#26
i see quests as epic journeys into unknown places to complete great feats and so on. like the beowulf book could be a quest. problem is developers seem to have got a different definition of quests |