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Author: beauturkey

DOMO: Epic long quests FTW!

Posted by beauturkey Friday May 1 2009 at 12:44PM
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The more I tailor my gaming to my very particular lifestyle, the more I find games that have either a ton of content that works for me, or very little. Dream of Mirror Online has hooked me with it's many long and winding quests, and it's cute little cut-scenes that frequent your game-play.

I'm still new to the game, but already I have witnessed several cut-scenes, one of my favorites at the very beginning of the game that shows miniature versions of a monster and a character fighting. It reminded me of the "space-chess" scene in Star Wars. These little cut scenes are fun, and make you feel more connected to the story.


We all know the reputation that most F2P games have: grind, grind and more grind. I think it is safe to say that in ANY MMO, if you want to gain the highest level or the best gear, you must put in some time. In some cases, a great deal of time. Of course, most of that depends on how fast you want to level, and I meet players all of the time that seem to want to get to the highest level as fast as fast as possible. So yes, if you want to level as fast as possible, then you might need to do some grinding. I don't get that mindset, but then again I am pretty laid back about my gaming.

And think about all the non F2P games. Ask how many quests of theirs are kill quests and how many of them are actually the same as every other MMO. F2P games do not differ in many ways from "regular" games. And DOMO proves that with it's combination of kill quests and unsual interactions that happen along the way.

I am now on one of those long quests, one that has sent me on the search for rope to use to get down a well, only to join a group and slaughter a good deal of squishy monsters. Even as I level, Mirror Kings show up (my group couldn't see him!) and give me tips. The play went much, much faster and smoother once we had a good group going.

I love the fact that quests like this come in "chapters," or stopping points that allow to you do a little bit at a time. Not only is this more "realistic" (your character would have to rest some time) but it allows a player to play for smaller bits of time. This is great for someone like me that has a limited schedule sometimes, and unforgiving wrists that will start to ache VERY badly after a while (22 years of drums, a life time of art and 10 years of gaming will mess your wrists up.)


Also, I can absorb a story more if it doesn't all come flying by me within one bout of quest text. And DOMO actually has some interesting lore within, and it's fun to find yourself interacting with some of the characters within that lore. Even a basic cut-scene brings out a moment of "cool!" and I find myself wondering what will happen next. But, because the quest is broken up into parts, I can play it a little at a time and have fun exploring the details. And, being that there is no subscription, I can place a hold on my activities for as long as I want without juggling it's subscription along with the potential of 5 or 6 others.


The more I play games like DOMO, the more I notice the cliches people use to describe these games. Grindy? As grindy as normal MMO's. Cartoony? As cartoony as many normal MMO's. Frquented by kids? As much as any normal MMO. I wish those cliches would be replaced with ones like "It can run on an older machine.." or "There is a lot of depth to the game, if you give it a chance..."

I am always flabberghasted at players that will defend a game like FFXI and all it's aggravating grind and lack of non-combat activities, but will turn around and bash a F2P game simply because it has a cash shop attached to it. F2P games like DOMO are just about choices, and the choices range from how/when you want to spend your money, and how much time and effort you want to put into something like a really long quest chain. In many MMO's I run into brick walls for quests and cannot go any further until I either out-level the quest or just give up.

Right now I am doing a lower level quest in FFXI and it has instructed me to find a group of 5 or more players to continue on with the quest. Now, if you haven't played FFXI before, you should know that finding a group is near impossible for a player that is either non-established (in a current active guild) or new to the game. Now, tack on trying to find a group for a lower level (like EQ, FFXI suffers from practically ignoring it's lower level players, and as a result the game is populated mostly by high level players that have no time for a lower level or are too busy grinding out levels themselves to help out) and you can see how even a low level quests can seem ridiculous. I have re-subbed to FFXI and already I remember the frustration of quests with hardly a clue as to how to complete them, and the lack of players at my level.

DOMO is great for all levels, and I believe that the fact that it is free helps players from all walks of gaming life to play it. You will find the grinders, the raiding types, the role-players (yes, in DOMO) and the explorers.

And I can play as much or as little as I want, thanks to many long quests that are broken up into 30 minute to 3 hour sections. To me, it should be about choices in everything. The more choices, the more players that play how they want. The more players playing how they want means that I can find players that might fit into my style of play. Brilliant.

Also, I love the feeling of a quest that might take a long time to finish, but that has an attainable goal. One that I think about while my character might be crafting or exploring and one that he looks forward to completing.

Beau Turkey