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Reader Comments (9)

Posted: Jun 16th 2008 11:39AM (Unverified) said

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I'm a little surprised he doesn't mention Lord of the Rings Online, which purposely makes the precise locations of many of its quests vague in terms of the map - instead describing them in detailed text, and leaving it up to the player to search for and discover the exact location.

That appeals to many folks, although when I was short on time I found it frustrating. It also resulted in a lot of chat channels clogged up with people asking "Where the heck is so and so?" and people alt-tabbing out of the game to search LOTORO wikis and the like.

Posted: Jun 16th 2008 9:24AM (Unverified) said

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The aptly named DDO explorer areas use fog of war. On top of this, there will be anywhere from 15-40 "explorer" locations that reward you with a narrarated back story and xp of the location you have found. Some are easy to find, some are incredibly difficult. Along with these landmark areas, rare boss spawns may sometimes appear in these locations with chests and occasional awesome static loot. It is an excellent system.
Concerning the map, It has its fog of war style system, where the player has a 10 yard or so bubble of map revealing, and when a quest entrance or npc or something gets within that bubble, you can see it. However, if any entrance is an explorer point, you don't get it on the map until you're right ontop of it to get its XP and narrarated message.

Posted: Jun 16th 2008 9:35AM Nadril said

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First of all, I do understand that exploration is important for some. However there is nothing more frustrating then trying to find a location for a basic thing going by some cryptic text. I used Wowhead often for WoW simply because I don't find it interesting to try and find where these 10 boars I needed to kill were, mostly because the text was written so horribly.

One of the things I should say though is that, IMO, Age of Conan's quest text is written very well. While I normally do skip quest text (especially if I've read it before) I have read quite a bit of it, and it's written well. I look at the X's on the map like the person actually pointing out that "hey, it's right here on the map" which makes sense. I mean, if you're going to be running around with a map why the hell wouldn't you ask for a clarification about it?

Plus, I think that exploration really is more than just playing an advanced game of Hide and Seek with mobs. I view exploration as looking for those special places that not many people have gotten to, not just looking for a quest.

The other thing is that, as you mentioned, sites such as wowhead or the mapping program for EQ always come along. In WoW I had an addon that even let me search quests by which one I was doing, and was able to easily find the coordinates for it. However, having to deal with addons or other sites is clunky -- which is why I love the addition in Conan.

One thing I should mention though is that some cases for quests (in Conan) there are other spots where you can find the mobs that is outside the circle. Often time these are less camped so it does slightly reward you for exploring.

Either way I think that putting quest objectives on the map is a big plus for most gamers.

Posted: Jun 16th 2008 10:18AM Scopique said

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I consider myself an explorer, and I dislike using third party DBs overall, but as both the author and Nadril mentioned, when you get incorrect or vague directions, or even worse, pick up a quest and don't get around to it until 3 days later, having lost your point of reference for "to the southeast", having some info available is handy.

But really, quest goals aren't what I consider to be "exploring". They HAVE to tell you where to go, either in text or on the map, so you can get it done. What DOES benefit from exploring, though, is picking up the quests. In AoC, the traditional Fog of War is used to obscure new quest givers until you're in the area. With this method, you can look an an unadorned map and think "if I were an MMO designer, where would I place a quest giver?". If you head there, you might be rewarded with what you seek, or you might just get a cool scenic vista.

Posted: Jun 16th 2008 10:29AM Nadril said

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Yeah I have found a lot of really great quests that otherwise wouldn't be found in the "normal" towns.

A good example is in the field of the dead's there is a quest giver that gives you a quest to go to the "haunted forest" but after that also sends you to an instance. Both of these quests have wonderful blue rewards, and nothing points you to this quest giver other than exploration.

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Posted: Jun 16th 2008 10:30AM Nadril said

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Oh and, sorry for the double post, but there are also various climbing points in the game you can find which have treasure at the top of them. I know one of my guildies made some decent money that way.

Posted: Jun 16th 2008 10:45AM Jeromai said

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Perhaps this is a case where my inner achiever outdoes my inner explorer. I like clearly defined quest objectives with waypoints. It lets me get a bunch of stuff done in a play session, whereas in LOTRO, I'm lucky if I get one thing done. And I'll eventually end up going to a third-party site to check if I get stuck anyway.

AoC has some really nice features for explorers though. Being able to add an unlimited number of waypoints on a zoom-able map (and share these waypoints with others because of the xml code) is great. Lazy people will download all the resource node waypoints. Me, I'm indulging the inner explorer and marking them all in-game as I go along and spy them with my own eyes.

(And I've found a few hidden item quests in out of the way corners that are clickable. Haven't seen them listed on third-party sites yet, which makes the inner explorer very happy. All a matter of time, of course, but secrets are secrets.)

Oh, and just because a quest objective is marked on the map doesn't make it easy and obvious to get there either... "Where is Zelata?" is such an amusing refrain in the Wild Lands.

Posted: Jun 16th 2008 5:58PM (Unverified) said

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I think developers are spending less time on quest descriptions nowadays since waypoints are becoming common. I know the original Everquest had horrible details for its quests but MMOs got much better afterwards. I thought most of WoW's quests had good enough directions that you didn't really need waypoints. Maybe a mix of quests with and without waypoints would be a good solution? Have the ones intended purely for leveling marked out with waypoints and the item reward ones hidden.

There is deffinitely a trend of developers putting more metagame knowledge directly into their games so players don't have to alt-tab out so much. It should be interesting to see how the Tome of Knowledge works out in Warhammer and if it catches on.

Posted: Jun 17th 2008 9:44AM Ergonomic Cat said

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I hated the LoTRO system - it's the primary reason I didn't subscribe, and still have an unused key sitting on my shelf. I don't have a lot time to play. I read all the quest text, because I enjoy the lore. But when I leave, I don't want to have to map out vague directions and puzzle out what exactly someone was talking about. I want to get on to interesting stuff, and go.

If the zones are logically laid out, then it's fine - I actually point to the Barrens in WoW as a great one. There is an entire series of Kill XX quests that are actually entertaining (Well, the first 5 times or so) - and it's simple, really, The first XX is near the Crossroads. Then the next is farther out. And then farther. And as you look, you find centaurs, oasisisis, etc.

I agree that the "X marks the spot" isn't for every one, but it's certainly for me. ;) Maybe a modified system, where you can click the quest, and select "show location" if you want, but leave it off if you don't....

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