Mistakes of World of Warcraft
Kaplan was quick to note that Warcraft was far from perfect, and he wanted to highlight some of his own mistakes inside of the design.
The first mistake was the idea of the "Christmas tree effect," otherwise known as having so many quests in a quest hub that the minimap lights up with exclamation points like a Christmas tree. While players enjoy this, Kaplan wanted to say that the developer loses call control over the player at these points, as the player will not read any quest text in their clicking frenzy. There's no control over what quest leads into what or which order the player will do the quests in.
The second was the internet adage of "too long, didn't read." Quest designers don't need to write a book to get their point across with the quests. He brought up that video games had a type of "medium envy," where sometimes they get too preachy with their topics. Games should be fun first, story second.
Mystery also falls in this category. The story can provide mystery, but the quest log should never have any mystery to it. The quest log should always point where to go and what to do, but the overall story of those quests may provide some solution to some mystery.
Also avoid poorly placed quest chains, like the Chains of Myzrael questline in Arathi Highlands. The Myzrael line was hard to find, ended up spanning 14 levels, and ended with killing an elite mob that was level 44. This quest line was a "brick wall" according to Kaplan, because most players never stuck with it.
It's good to have quest chains that span content, but quest chains like this break down trust the player has with the developer. When the player runs into a chain that he can't finish with a monster he can't kill, the player loses trust in the developer's sense of guiding them to fun.
He also emphasized to avoid inserting "gimmick quests." His example here was part of the Oculus dungeon where players ride on dragons. These types of quests center around doing something the client may not be able to properly handle. Warcraft was not designed to accommodate vehicles. When developers resort to putting in parts of the game that center around a gimmick, it can detract from the fun of the rest of the game.
The horror of collection quests
Kaplan's speech ended with an analysis of why people hate collection quests so much, and a few tips on how to make collection quests into a better experience.
His problems with the quests stemmed from three areas -- dense creature population, too few of a creature to kill, and having a wide variety of items required for the quest. Having a dense creature population can put off people, especially when there's a lack of the monster required for the quest. If someone has to kill four lions for every one raptor required for the quest, then there's a problem.
His other point was that collection quests shouldn't require an insane amount of items. To everyone's amusement, he brought up the Green Hills of Stranglethorn quest chain (a chain he wrote) as the exact thing a designer should never do. Collection quests should be an easily obtainable number of items, and not such a long grind fest with the hope that your required item might drop.
Lastly, never have the player question why they're collecting the item required -- it should be clear from the onset. Kaplan brought up the infamous gnoll paw collecting quests, in which gnolls may or may not drop paws upon death, where obviously a gnoll has four paws and not a number between 0 and 1 (which everyone applauded at loudly). Quests should make sense and not become a gimmick in their own right. This causes the player to once again, lose trust.
Most of these points that Kaplan has brought up pertain to Warcraft, but can easily be applied to any game on the market. With all of this in mind, perhaps we'll get to see some better design in our MMOs from other developers, now that we're all on the same page... of the Green Hills of Stranglethorn.
Reader Comments (7)
Posted: Apr 1st 2009 6:11PM (Unverified) said
Too bad he's an idiot. A lot of his mistakes are painfully obvious, and Blizzard doesn't practice any of this. They want you to take forever to do things, they want your time, and time is money.
Posted: Apr 1st 2009 10:44PM (Unverified) said
Yep it's no surprise at all that WoW has been such a colossal failure, given the mistakes Kaplan has made. If they had someone competent in charge of design they might have actually turned a profit instead of flushing first Vivendi's and now Activision's money down the toilet.
Reply
Posted: Apr 2nd 2009 5:09AM (Unverified) said
Too bad you're an idiot.
Or did you come up with an MMORPG that has 11.500.000 players who PAY each month just to play it.
No?
Well guess who is the idiot here?
Reply
Or did you come up with an MMORPG that has 11.500.000 players who PAY each month just to play it.
No?
Well guess who is the idiot here?
Posted: Apr 7th 2009 12:38AM (Unverified) said
WoW maybe financially successful, but as far as innovative, unique, immersive, or even original(i.e. Warhammer rip off), WoW is a total failure. They take everything good from every gaming genre there is, and implement it into their game. There isn't a single thing in WoW that is truely original.
And really, what percentage of players even read quest text? What percentage of his do's and don'ts do the quests in the game even follow? None, all WoW is about is grinding to end game, so then you can grind gear, so then you can do raids that are typically gear checks, so you can then do more raids, and then the new content is released and you're still on your hamster wheel chasing that the shinies and spending that cash to do the same damn unoriginal thing.
Reply
And really, what percentage of players even read quest text? What percentage of his do's and don'ts do the quests in the game even follow? None, all WoW is about is grinding to end game, so then you can grind gear, so then you can do raids that are typically gear checks, so you can then do more raids, and then the new content is released and you're still on your hamster wheel chasing that the shinies and spending that cash to do the same damn unoriginal thing.
Posted: Apr 1st 2009 11:14PM (Unverified) said
I didn't say they were a financial failure, but the quests are probably the most boring part of the game. Killing 10 wolves to get 2 wolf paws is retarded. There isn't an engaging story and there definitely isn't a world changing reason to do it. There are a handful of quests in the game that are actually have a memorable story, and a lot of them were or are end game quests(Onyxia key, MC key, BWL key, Naxx key, etc.)
Posted: Apr 2nd 2009 12:44AM organiclockwork said
"There isn't an engaging story and there definitely isn't a world changing reason to do it."
Absolute truth. This is where my disdain for modern MMOs stems from. Asheron's Call had GM-run events that would end up changing the world, and it was amazing for that reason.
In modern MMOs, you can't change the world, immersion is virtually nihil, and I'm sorry, but they're too damned easy - outside of raids, at least, which have the potential to challenge, though generally do not.
Reply
Absolute truth. This is where my disdain for modern MMOs stems from. Asheron's Call had GM-run events that would end up changing the world, and it was amazing for that reason.
In modern MMOs, you can't change the world, immersion is virtually nihil, and I'm sorry, but they're too damned easy - outside of raids, at least, which have the potential to challenge, though generally do not.








