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The missions themselves in the game are highly reminiscient of MMO quests go get this, go kill 5 of these, go kill this boss. The game even has a pretty signficant respawn rate. Enough that you do not want to turn back or you may have to refight your way through everything just like most MMOs (and unlike Guild Wars). As one can imagine you can get a similar feeling to some MMOs or to Diablo 2 (especially Diablo 2 as this is essentially an FPS Diablo 2 in RPG /content design, but with non-random level). However there is an interesting difference mainly because this game is an FPS at its core. Check points. Well so what check points have been around for a long. True. But what this can mean is some quests are longer and can go in portions.
The natural consequence of this is that quests are therefore much less absorbing. You do not have time to get absorbed into what you are doing and therefore start to put an emphasis on quantity. You then accumulate a large number of quests, do not pay any attention to the objectives or even the setting. You are reduced to what feel like repetitive tasks and you main mental engagement is to create an efficient pathing algorithm to cover ground in the quickest possible manner which is boring and joblike for most people.
Have you ever had a conversation with someone who is constantly changing the subject? Its extremely annoying and not engaging at all. Eventually its quite tedious. In fact it often a tactic used by people, instinctively, to get away with lying about things, mainly because people will get lost and not be paying attention.
In WoW they were aware of this and they separated out instance/dungeon running as the long term 1 hour + absorbing content and questing as the convienent more fine grained content. I think the designers of WoW's quest system made a fundamental mistake in their thinking of the granularity of their system. Which is actually quite common; it is a surprisingly tricky and subtle concept, but these sorts of things tend to have extremely powerful and far reaching consequences. Doing the granularity of a database wrong, for example, can possibly make it worthless and you may not realize it until months later. Their mistake was in thinking that the basic unit should be quests. Not a fatal mistake but one with some real weighty consequences.
Addiationally each section of content should be viscerally enjoyable and come right at the player as soon as they engage if they are in the middle of a objective. LOTRO has done something like this with its skirmishes, but those are basically just instances, they can last as long as an hour or so and if you need to leave in the middle you are screwed. But if we take the Tuckburrough skrimish as an example, this consists of about 5 or 6 obvious separable objectives, and you can get right into the action easily. LOTRO skirmishes are making the same "mistake" really, the interesting things is, for some of them at least, they really do not need too. Some of the more offesnive ones, and evne the defensive ones like siege of gondamon are strucutred in such a way that you could easily turn them into checkpoint style things. Both of these have multiple stages. And both are packed with enough action that, if you like the game's basic gameply, you will be engaged within 5 minutes and if you are not you may want to reconsider playing the game anyway. This is not to say everyone should like skirmishes, but a solo Gondamon at the easiest levels will be throwing about 20 encounters or 3-4 mobs with a large number of mini-bosses. If this is not enough to engage you then you probably do not like the games combat system. This is also true of basically all of DDO content as they are essentially similar to LOTRO skirmishes.
But really there is no reason to force people into 3 hour long continuous play periods. WoW quests were meant to address this, but they have essentially trivialized a lot of content in the process. The fact is FPSes solved this problem a long time ago, they used checkpoints. And just importantly the content itself needs to be designed with this in mind. Kill 5 rats is not good enough. If the quest says kill 5 rats it better be 5 miniboss rats in a sewer with 3 checkpoints and some interesting chellenges in navigating it. Not wander around and do what you always do when you fight a mob then turn in. WoW has structured non-dynamic content, for the most part. Many MMOs do as well. Blizzard prides themselves on creaing well crafted content. But the fact is alot of their quests not only are quite generic but really the content as has not been tailored for the objective. Instead the objective is tailored around the general map. So of course the quests are generalized. They will always be short and genereic. It simply does not matter how much care Blizzard's guys can put in they only have so much to work with.
Now imagine that a large portion (but not all) of the quest content was in these places. Places that are more like instances, but exist in the persistent world. And most importantly are not easy, but not a gigantic pain in the ass. In the past these styles of areas are generally marked as "group" content. But although designers like to sell the idea that this is because they are "hard" this is in fact bullshit. They are group areas because it a pain in the ass to get through solo and progress can be made quickly in a group. The fact is in Aion I have gotten through most open world "group areas" solo unless there is an impassable choke point designed. Same is true of many areas in EQ. The only way these places are truly enforcably "group areas" is by chokepoints. Well the designers should take that to heart and use that fact to create challenging open world group and solo content for their quests. The fact is getting through some of these area has been extremely fun for me. That is a good thing, not an exploit. Its fun content use it. The whole world need not be this way of course, just tailor made areas.
I suggest that as is normal the baby got thrown out with the bath water. The natural progression was to basically not make this kind of content anymore. Even though in some respects this style of content had elements of real fun. It was large unpredicitable and hectic. It can be a real thrill. But at the same time many players hate the idea of an easy teleport to some sweet spot. To them it cheapens things. Well I am not suggesting that. In fact I would say that for questing there these types of sweet spots should not exist and if they do you have made a mistake in your quest design. Quests should be directed but if they are open world quests and not instances they should take a lesson from those old school areas. Namely getting to the next stage is no cakewalk its takes attention and is an accomplishment and there should be multiple stages.
Lets take EvE online as an example. Travel across systems in EvE is non-trivial. It can take signficant time. Let's just say for the sake of argument that EvE introduced human avatar combat with a completely separate skill and equipment system. Let's also say that along with this they introduced some kind of Space Hulk like scenario system (ie. like the Warhammer 40K genestealer space hulk type thing). Let's say these are large stationary objects and they randomly appear in a system. You could board them and fight your way through them and that doing so is designed to take roughly 3-4 hours. Well this would entail that if you are lucky enough to find one you have also be lucky enough to have a 3-4 hour play period to take advantage of it. My solution is to have some kind of checkpoint mechanic here, that you can do what you need to then leave and come back to where you were. But not that therefore you can just go to any system in EvE whenever you want. That would destroy EvE. Literally destroy the game itself. All of the corp war stuff in EvE would be destroyed by instant travel. However without a checkpoint mechanic these drifting hulks would have to be limited to something like 1 hour. This is not speculation on my part. You simply need look no farther than City Of Heroes Task Forces. Many of them take 4 hours or so in total. They are actually separated into discrete chunks since they consist of many CoH dynamic instances but if you your team changes in anyway all progress is destroyed. Well guess what? Task forces were widely disliked and and little used especially ones like the Shadow Shard TFs that were extremly long and included some crazy travel. As CoH has aged things that use the TF mechanics have become shorter and shorter. But clearly long and elaborate goals and tasks are not bad In fact they are good. This should be clear, we need look no farther than many single player games. There are currently two bad trends in MMOs. The idea that a sandbox game cannot have directed content and vice versa. This is wrong. You could easily have set piece content in a game like EvE that are randomly found and used. But you must also have a way so that people's wandering gameplay allows them to take advantage of it. The other bad trend is the idea that "casual" players want to just find some thing to do immediately and get some people together to do just some easily available and quick goal bascially that they are brain dead morons that just want to be occupied. This is wrong. Casual players would mostly prefer deep content that is quick to get into and quick to pick back up. Not shallow stuff. Casual players would most likely have not have an issue allocating the next week of gameplay to exploring a space hulk they randomly found in EvE. As long as they could do it in discrete chunks. And in fact would vastly prefer this to just some randomly generated thing that takes 30 minutes and do that over and over again (like EvE generic missions). The myth is that casual players will not commit to anything and therefore should be be given fluff busy work. This is bullshit. Most casual players would love to commit to a deep and tailored experience as long as they can do that in discrete chunks they can pick up whenever they need or have time and as long as reengaging is a quick process.
If the first checkpoint is always 15 minutes in then getting out via a quick travel to that checkpoint will take 15 minutes. So using the "free to leave, free to come back" mechanic to go from one system to the other would entail a 15 minute burden. In EvE this is something like a 15-25 system trip. So simply allow people to do this if their home system is within 20 jumps and you have preservered the time component of travel. There is still the issues of gate control this most likely could only be handled by allowing corps to destroy space hulks and simply not allowing people to lave once they enter. You could even do a hybrid system where corporations could build stations that interfered with checkpoint travel and disallowed people from leaving the hulks (but not prevent checkpoint use.) Concievably you can even make variants that had free for all PvP where anyone can enter and kill anyone else as part of the zone control mechanics. So using that space hulk as a jumping off point would entail at least 15 minutes of fighting your way and there may be people waiting to kill you at that entrance anyway and you may never make it to a ship. One way in EvE specifically to make it easy is you simply cannot leave unless you left a ship there to begin with and enemies would be allowed to destroy docked ships. Thus a corp could easily deny people system jumping via checkpoints without infringing on people ability to actually use the content. Similarly you could add a game mechanic where any ship you leave risks destruction over time so that people cannot accumlate the ability to jump all over and leave ships all over. Something like an increasingly likely random chance that the ship is destroyed as time goes on. This would mean that a casual player who want to do this stuff would need to switch to a cheap shuttle and dock his keeper ship. Many would think that a casual player would not do this. But I am quite certain they would take 15 minutes to swap to a throw away ship and commit to the 3 hours over the next few days if the content itself was fun enough and rewarding enough. However I am equally certain that this mechanic would fail miserably if you had to do the same thing in one play through. I am also quite certain the mechanic would be viewed as trivial and not worth looking for, if it was simply a 30 minute somewhat more involved EvE mission type thing. Of course implementing this mechanic would be tricky in the context of group play but I think it would be definitely doable. The main concern of course is letting people play together but without skipping to the end for easy rewards. I think this seems very daunting to many people. But I have an easy counter to that. The CoH exemplar system. This may not seem on topic at first but it demonstrates something about people and why they will tolerate and embrace this obvious solution. The obvious solution is to simply not give you credit for a quest until you do all checkpoints, but allow new people to travel to other group members checkpoints. However this method of travel will not unlock the checkpoint for them it simply allows them to help and have fun and experience that content. In other words you must have unlocked a nearby checkpoint to get the next and checkpoint hopping would have to be checked for. You can get help at any point and still get credit and you can help other people out from the beginning and they get credit but you can't just skip someone to the end if they never did the other checkpoints (possibly allowing for one or two checkpoints to be skipped to add some tolerance). The obvious problem here is that people will be pissed about repeating content to help out other people. Well as long as you make sure these runs are decently rewarding in the execution (ie. the quest finish is not the only means of substantial reward) people have shown in CoH that they are quite willing to exemplar up or down just to have fun with other people or simply for reciprocation for helping to finish it previously. They will not tolerate this as regular thing, but they will do it often. If you are extremely cyncial and think people only care about the next big thing and will screw everyone else then ok you might not think this will work. But by and large fun and the idea of reciprocation are extremely reliable forms of making sure that people will group together. Most people are not complete dicks. Most people operate off of enlightened self interest and will reciprocate and play games to have fun. Not all, but most and you only need most to work this way.
Over the past couple years people have been lead to an incorrect conclusion. They believe that because this trivial content has been successful and even demanded that therefore the large majority of players are slack jawed idiots who want trivial stuff. No, in reality the drive for people's playtime to fit into their own way of lviing is so strong that they have actually switched to lower quality stuff and will continue to do so because in the end that is their "buing decision" based upon the forces at work. By and large most people do in fact like an absorbing and well crafted experience. Tons of people will sit through a 2 hour long movie if the movie is good. In fact they pay a lot of money to do so. Now imagine that someone came in and said all movies should be 30 minutes long because the consumers are slack jawed morons with an attention span of a gnat. This is just stupid. Most movies would be utter crap if you made them 30 minutes long and is also why most books turn into poor movies its simply an issue of length. Now lets look at that issue of books. Books are a major industry and many people read fiction. But how many people are reading the entire book in one setting? Very few. They do it in short bits. In fact many people read long books in a large number of short time periods while doing things like riding a subway or train or buss. Yet books are much more of a time commitment then reading, yet many busy people read books instead of going to movies.
Some of the sandbox people say quests are an even worse grind than Mob grind games. There is something to this. But that is only because the MMO companies have given you a marathon of "Saved by the Bell" episodes rather than giving you the ability to get one real good book and read it at your own pace in your own way. |
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12/27/09 12:24:40 AM#2
Short quest add gameplay options. Chain Quest just add to the background story. |
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12/27/09 12:32:13 AM#3
Long posts with too much detail to reduce the response numbers. |
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12/27/09 1:40:13 AM#4
Very long post (haven't read it all but most), and I think you missed a simple solution . . . stop hand holding the player. Having chain quest is the perfect solution to the problem you noted the issue is the current implementation of small chaining quest came at us backwards here's what I mean.
MMO quest grinds:
(Now I didn't cover it all but thats getting to long for a single post as it is) |
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They are basically just filler. A couple of them you just get off the chantry board and hit the travel map. For example there is one you simply get off the chantry board travel to vai the world map, fight 2 waves of wolves and a boss giant bear then get some money for your trouble. This is the way many MMO quests are This exists in MMO and stand alone RPGs. But I find them a little ... sad I guess. Its ok to put in for variety I suppose but in the end its kind of lame. This is different from (bit of a spoiler here) the dragon you can summon in the orzimar throne room as this is never told to you and involves a non obvious puzzle. The boss fight it self is kind of hard as its an orange boss level dragon (not high dragon) and you may never even realize this is in the game. That is fine. If you know what you are doing its extremely quick to get and do. Also in the Orzimmar portion of the main quest there are various interesting side quests in the areas you visit a long the way. That is also fine. some are just short little tidbits or puzzles. But in the end there is still always an "along the way". There is a earn your way there but not force you to constantly earn your way there mechanic. In addition of course stand alone RPGs allow you to save your game at any time and go do something else.
As you say when you want to mob grind you do just that. Many instances basically force you to mob grind when you do not really want to. And as you astutely point out, people will generally dislike anything they feel is forced on them. I think this has been one of more harmful things for the mob grinding. It is forced onto people so often in areas where it is simply out of context that they have responded with pure hatred of it. I personally do not want to mob grind all the time or even most of the time. But there are times when I am fine with it or even would like to do it. But I do not want to do it in directed content. I really do not want to clear the same trash mobs over and over just to farm some boss. I really do not want to start all over again ad nauseum like some strange nightmare. Yet I have not said get rid of all trash mobs. This is something that was tried in WoW to some extent. Blackwing Lair had far less trash than Molten Core. But at the same time many people wiped on the trash mobs in MC at first. They are not trash until you can do it. Then they become trash. Well if you are in a guild that has wiped on trash mobs in 20 runs then continuously forcing them to kill these things is probably a grind to them. So simply let them get past that point.
If you have to continuously earn something by performing the same action over and over then that is basically a job by definition. This is what MMO that immitate WoW do they create a bunch of tastless filler side quests and then send you off to do what you already did over and over. No real story or plot to it except whatever is in the quest text. Alto of this though is because the content of the overland map is tailored to be non-burdensome. You say the solution is less hand holding. In a sense I agree with you. But from my perspective the hand holding is taking place in the content itself. In the zone design itself. Certain things should be made less burdensome so that the content can go back to being MORE of a burden. I should not be able to simply waltz through an enemy village whenever I please. But even old school MMOs are designed in such a way that this is not just possible but a regular occurence so that people may traverse the maps.
The players are basically forced to repeatedly abvoid trash over and over for no good reason. There is all sorts of hostile stuff along the way, but why is it even hostile? Just to kill people who screw up? It certainly is not a real barrier. If the the devs want to put in a real barrier they create a choke point with unavoidable aggro. The Aion devs do this in the MistMane part of the same zone. You have to fight your way through that area.
But most of the quests are basically slapped onto areas like this that are essentially only appropriate in a mob grind context. If I want to do a quest in Frostmane I basically have to prepare myself for a long and involved slog through the whole area that will take 1-2 hours even if I have been there 10 times even if I just want to get to a place very close to the end that I have earned my way to before. On the other hand some other quest may be to simply kill 5 scorpions that are near the entrance to frostmane Mau. In that case I simply run past the centaur village and train a few aggro mobs or whatever and deaggro then kill the scoprions in the right spot. There is no earning my way to the scorpions there is nothing interesting at all really, because the designers do not want to inflict the 1-2 hour slog that the frostmane content entails. Yet both of these are entirely in the persistent world and have nothing to do with instances.
Instead of having those centaur in the village just kind of wander around in aggro mode. You could have an initially impassable village that required some amount of fighting and/or stealth to make your way through. Once you have gotten your way through that village you then find a secret passage that you are able to unlock and thereafter bypass that village. Either through instant transport or simply by having a more normal short cut that unlock with whatever magic word or key you discovered. This passage has no mobs and only takes a couple minutes to run through rather than the 30 minutes of fighting the centaur village takes to fight through. But at no point is the centaur village ever trivialized to the point where you simply just run through it.
So I submit that the hand holding is not in what options are presented to the players but that hand holding has already taken place in the content itself. But it is more subtle because they simply trivialized the content so that they need not do any "hand holding". There are mechanics that may appear like hand holding because they give a helping hand. But the idea behind some sort of checkpoint/open passge mechanic is that you must have earned your way there. Therefore it is not hand holding. So yes in some sense the problem is hand holding, but not in the way that many people characterize. The devs have made a simple calculation people are not doing certain things so we will make some things easier so that they will do it. This appears like hand holding. And in some cases IS hand holding. But in this case I believe they had the right idea but made the wrong thing easy. They made the content easier so that people could have less burdens doing other things in the world. So that they could move around freely and still get things done. This was done because they had to keep coming back. So they made the content on the way easy to traverse. This is fine for something like a road or a well traveled area or even some mob grind areas with a lot of traffic (although I hesitate on that one). In the case of areas that you have directed content in I think this is the reverse of what they should have done. They should make that content nasty to get through but not force you to keep going over the same nastiness once you earn your way past. The whole point of directed content of any sort is to continuosly push you through a progression of new nastiness. Push people through a progression of trivial zones and they get bored. Force people to constantly re-do the exact same challenge over and over and they get bored and feel like they are doing a job.
The entire overworld non-instanced design of many MMOs is heavily influenced on trash mob design and the fact that people are basically tired of that crap. This has then directly affected quests as well. Because a quest is only as good as the map/content it is set in.
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12/27/09 7:36:17 AM#6
The grind feeling is better reduced by making the quests more interesting. Like adding some puzzle elements or randomness to them. Like say you had to kill 3 X mobs, but you had to do something in particular to pop those mobs, like kill another mob type in the area that hunt said mob type for food, which would make the correct mobs come out of hiding. Or a mob that runs away from you so you had to cooperate with someone to catch those mobs, or lure it against a wall or something. The monsters could team up against you, so you would have to find a way to turn that fact against them somehow. Lots of ways to go at it really. Some quests might have you run away from a huge boulder coming at ya.
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12/27/09 9:27:16 AM#7
I tried to read through all of that but my eyes started glazing over. No offense intended, Gestalt, I've liked and agreed with many of your posts in the past but you do have a tendancy to be overly verbose. I'm sure you could present your thoughts in a more concise manner if you tried. This is not meant as an insult but for pratical considerations it would be better to condense things a bit. I'm sure you realize that most people on this forum won't even attempt to read through such a long post. |
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12/28/09 4:13:27 AM#8
I am sure it's a thought worth reading, but you really should consider rephrase it to make it shorter by at least 50%. The only issue I can think of atm is, when quests are that long it is VERY difficult to step in. I recall in EQ2 quests where long quest lines, and it was unbelievable difficult to find someone who was at the exact same spot as you. I understand you can tell better stories and make it all more immersive they way you say, OP, but it really would take a huge amount of time scheduling to get that done with MMO grouping.
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