RPGDot Network    
   

 
 
Dungeon Siege: Legends of Aranna
Display full image
Pic of the moment
More
pics from the gallery
 
 
Site Navigation

Main
   News
   Forums

Games
   Games Database
   Top 100
   Release List
   Support Files

Features
   Reviews
   Previews
   Interviews
   Editorials
   Diaries
   Misc

Download
   Gallery
   Music
   Screenshots
   Videos

Miscellaneous
   Staff Members
   Privacy Statement

FAQ
Members
Usergroups
MMORPGDot Editorial: The Future of Questing
  View previous topic :: View next topic
RPGDot Forums > News Comments

Author Thread
Hyrrix
Fourty-two
Fourty-two




Joined: 20 Jan 2003
Posts: 282
MMORPGDot Editorial: The Future of Questing
   

A new friday editorial has been posted on <A href="http://www.mmorpgdot.com/">MMORPGDot</A> today. This time Dialogue <A href="http://www.mmorpgdot.com/index.php?hsaction=10053&ID=781">talks</A> about the future and problems of questing in MMORPG's. A little snippet for you:
<BLOCKQUOTE><I>The problem with questing in most games nowadays is that they amount to one of two things: Search and Destroy or Fedex missions. Either you go out and kill the mobs the NPC wants dead, and you get your reward or you take the black hooziwhatsis to Tinytown in exchange for some gold. Repeat until ready to play A Tale in the Desert. Questing should be *fun*, not the constant repetition of two themes over and over again. There are variations on these themes to be sure (Like, go kill the mob and then bring me back its head: A search and destroy Fedex mission.), but for the most part those two categories cover something like 90% of all quests in today's games.<BR>
<BR></I></BLOCKQUOTE>Read the entire article <A href="http://www.mmorpgdot.com/index.php?hsaction=10053&ID=781">here</A>.
Post Fri Nov 07, 2003 12:59 pm
 View user's profile
EverythingXen:
Guest






   

But whether you get a quest out of a vending machine or from an NPC who remembers you helped them out you haven't changed the basic nature of the quest.

Whether you 'punch out five long swords' to turn in or bring someone's head back you are still FeDExing.

Go here, do this, get reward.

That is quests in each and every game ever made. Why is it so important that Dan remembers you brought him soup or that you're getting missions via terminal?

The paradigm has to shift more than assigning reprocussions to make MMOG quests even remotely fun. How it can is beyond me, though. Go here, do this, get reward is the heart of every single GAME ever made (CRPGS just make it more obvious). The biggest difference is that while you might do this 20 times in a CRPG you'll do it 3 zillion times in a MMOG so it stands out more.
Post Fri Nov 07, 2003 1:09 pm
 
Dialogue
Mountain King
Mountain King




Joined: 15 Sep 2003
Posts: 1
Location: Madison, WI
   

I don't really see how you can change questing much more without breaking the genre. RPG quests, be they in CRPGs or MMORPGs, are fundamentally about doing favours for yourself or others. It's possible to have grand visions like, say, the trek to Mordor in a game...but it has to be broken down into managable parts.
Post Fri Nov 07, 2003 3:56 pm
 View user's profile
craptor
Village Leader
Village Leader




Joined: 14 May 2003
Posts: 91
Location: austria
   

u know what would be cool ?
IF the actions of a player effected the whole game world
for example a player comes and kill the wife of a man
then u meet this man and he says his wife has been killed and tells you to find her murder
then u go and search for this player
after u found him u can only hope that he is at a lower level than you
Post Fri Nov 07, 2003 11:16 pm
 View user's profile



All times are GMT.
The time now is Wed Apr 10, 2019 7:10 pm



Powered by phpBB © 2001 phpBB Group
 
 
 
All original content of this site is copyrighted by RPGWatch. Copying or reproducing of any part of this site is strictly prohibited. Taking anything from this site without authorisation will be considered stealing and we'll be forced to visit you and jump on your legs until you give it back.