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Reader Comments (6)

Posted: Mar 10th 2008 9:38AM (Unverified) said

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I'll bite a bit:

Some amount of "kill x" is OK, at least in a combat orientated game, because that's part of what you'll be doing anyway. Systems where the mobs only drop quest items when you're on the quest though, gah. Why can I only collect that tooth, that ear etc. when I'm doing the relevant quest, surely they have them at other times?

Simple delivery quests are worse, as are quests where you have to walk across the room to talk to the next person.

What would be nice would be much more open-ended quests. Rather than "Go there, kill x of these, y of those" a quest that says "Explore there" and then rewards you for actually exploring, and gives you, if appropriate a bonus reward for what you kill.

Add to that more "Lore" quests. Things that teach you about the world, your racial history, whatever. Don't leave them as stale as they all too often are "Person Y drones at you" but make them interesting, engaging. Add quizzes at the end to get your bonus xp, whatever it takes.

In addition, more quests that can be solved a number of ways. It's hard to work around a "kill x monsters" quest, except in the tactics you use. An "explore" type quest could reward the scout-types and ranger-types that sneak in and stealthily look around, whilst a tank-type charges in and kills everything but still completes the mission. A mage type might sneak in, or blow everything away depending on their focus: they're still doing the job.

Posted: Mar 10th 2008 10:53AM (Unverified) said

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I like what Eloise Pasteur said about customizing quests for classes.

In addition, I would like to see some quests involving more urban areas involving non-combatant NPCs. Some of my favorite quests in an MMO ever are those found in an NPC city in Angmar in LotRO. The quest chain involved finding a resistance force inside the city to overthrow Angmar's forces that had settled there. Once you discovered the resistance force, you were given a task to assassinate different members Angmar's leadership in the city. And guess what? The city wasn't instanced. Sure there were enemy patrols that you had to fight but they weren't overwhelming. But, being in a bustling city gave the illusion of actually fighting for something greater.

Quests that inspire that feeling of changing the game world are those that are most memorable.

Posted: Mar 10th 2008 10:58AM (Unverified) said

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And, killing X numbers of X are okay as long as the X is not the same thing over and over. I hate the Kill 25 Boars quests in LotRO. There is a running joke that we will have to kill Morboars (play on on Mordor Boars and More Boars) once we get to Mordor.
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Posted: Mar 10th 2008 2:30PM (Unverified) said

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Anything can be used instead of NPC's and their exclamation marks above their heads.

An outpost, a village, a town can have a building that needs resources, defences to be built, factories that need a-working, even food stores... with this in mind the characters can go escort for workers to be hauled in the factories, logs to be chopped for buildings and defensive turrets, anything. It wouldn't avoid the collect number of things, but :

1. it wouldn't happen with the old npc window , the boring description, the boring accept/decline, the boring rewards, it would happen naturally upon inquiring a terminal, a sign, a booth, a landlord (without an actual quest acceptance, but with the dear old JOURNAL)
2. the EFFECT of the task would be visible.. a new turret would be placed, new people, a new store, new resources etc.

Posted: Mar 10th 2008 2:40PM (Unverified) said

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Chances are numberless!

You can make adventure style puzzles, you can do investigation missions, you can do fallout style quests...

I can't express how much i hate picking quests from NPCS with their " ! " . I'd love to have a unique building, a headquarters whence many rooms host different real-time briefings of 5/6 events taking place at a specific time and place, and a max number of players allowed.

I'd love to reverse the concept of pick quest/ go place, that is, you go do schtuff, solving puzzles, killing persons, then you go to the outpost and see if someone needs something you have done... that would mean that you would be forced to take clues from the environment that there's something that needs a-fixing.

Posted: Mar 11th 2008 9:40AM Ghen said

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Sometimes I go to the barrens and ask where Mankrik's wife is and then get angry at whoever responds.

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