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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[WildStar unveils questing with a Twitter budget]]></title><link>http://massively.joystiq.com/2012/02/15/wildstar-unveils-questing-with-a-twitter-budget/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/02/15/wildstar-unveils-questing-with-a-twitter-budget/</guid><comments>http://massively.joystiq.com/2012/02/15/wildstar-unveils-questing-with-a-twitter-budget/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/previews/" rel="tag">Previews</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/wildstar/" rel="tag">WildStar</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/02/15/wildstar-unveils-questing-with-a-twitter-budget/"><img alt="No force in the 'verse can stop me." src="http://www.blogcdn.com/massively.joystiq.com/media/2012/02/wildstar-tweetquest-epl-215.jpg" /></a></div>
Nobody likes reading quest text. Having to sift through five paragraphs of text just to figure out what you're doing isn't anyone's idea of a good time. The latest entry in the <em><a href="http://massively.joystiq.com/category/WildStar/">WildStar</a></em> Wednesday series of developer blogs is all about how the team has tried to do away with mind-numbing and ponderous quest text. And the narrative design team does so by <a href="http://www.wildstar-online.com/en/blog/wildstar_wednesday_quest_text_in_140_characters_more_or_less.php">paring down quest text to a quick snippet no longer than a Twitter post</a>.<br />
<br />
While there are ways to construct smaller entries, of course, the entry discusses how the 140-character limit makes for a good building block to keep players engaged -- it's short enough that you can read it quickly but not so short that it omits important information. In addition to showing a quest get brought down to a quick bite-sized snippet, the entry also talks about keeping control in the hands of the player and letting the story unfold organically, both things that should be of interest to <em>WildStar </em>fans <a href="http://www.wildstar-online.com/en/blog/wildstar_wednesday_quest_text_in_140_characters_more_or_less.php">eager for more information</a>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/02/15/wildstar-unveils-questing-with-a-twitter-budget/">WildStar unveils questing with a Twitter budget</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 15 Feb 2012 20:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/02/15/wildstar-unveils-questing-with-a-twitter-budget/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20172854/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/02/15/wildstar-unveils-questing-with-a-twitter-budget/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>carbine</category><category>carbine-studios</category><category>immersion</category><category>ncsoft</category><category>post-length</category><category>quest-design</category><category>quest-text</category><category>quests</category><category>text-length</category><category>tweets</category><category>twitter</category><category>wildstar</category><category>ws</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Wed, 15 Feb 2012 20:00:00 EST</pubDate></item><item><title><![CDATA[BioWare's Erickson talks about creating MMO story]]></title><link>http://massively.joystiq.com/2011/12/28/biowares-erickson-talks-about-creating-mmo-story/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/12/28/biowares-erickson-talks-about-creating-mmo-story/</guid><comments>http://massively.joystiq.com/2011/12/28/biowares-erickson-talks-about-creating-mmo-story/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/star-wars-the-old-republic/" rel="tag">Star Wars: The Old Republic</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/12/28/biowares-erickson-talks-about-creating-mmo-story/"><img alt="Star Wars: The Old Republic - Not as clumsy or random as a blaster" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/12/swtor-0-1325099560.jpg" /></a></div>
Story is on everyone's mind when it comes to discussing <a href="http://massively.joystiq.com/category/star-wars-the-old-republic"><em>Star Wars: The Old Republic</em></a>, and who better to talk to than one of the devs primarily responsible for creating it. PC Gamer does just that in a new interview with <a href="http://massively.joystiq.com/tag/bioware">BioWare</a> writer <a href="http://massively.joystiq.com/tag/daniel-erickson">Daniel Erickson</a>. The development process is quite complex, and it's also one that takes some time given the hundreds of hours of dialogue required, not to mention the interplay between quest NPCs and players.<br />
<br />
Erickson says that the world-building team uses "greybox" placeholders to connect story quests together while the technical and narrative details are ironed out, and there's a lot less room for error than there is in a typical single-player RPG.<br />
<br />
"You can teleport people around in a normal RPG, you can fake things, you can make it look like you went from one place to another because there's a secret room hidden in the wall - you can do all sorts of chicanery that, if you tried to do in an MMO somebody's gonna find that room, somebody's gonna teleport out. We have to cheat a lot less, and that takes more time," Erickson explains.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/12/28/biowares-erickson-talks-about-creating-mmo-story/">BioWare's Erickson talks about creating MMO story</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 28 Dec 2011 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/12/28/biowares-erickson-talks-about-creating-mmo-story/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20136615/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/12/28/biowares-erickson-talks-about-creating-mmo-story/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bioware</category><category>daniel-erickson</category><category>ea-bioware</category><category>Electronic-Arts</category><category>greybox</category><category>interviews</category><category>mmo-design</category><category>quest-design</category><category>quests</category><category>sci-fi</category><category>star-wars-the-old-republic</category><category>story</category><category>swtor</category><category>the-old-republic</category><category>tor</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Wed, 28 Dec 2011 15:00:00 EST</pubDate></item><item><title><![CDATA[City of Heroes explores the process of making missions]]></title><link>http://massively.joystiq.com/2011/08/09/city-of-heroes-explores-the-process-of-making-missions/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/08/09/city-of-heroes-explores-the-process-of-making-missions/</guid><comments>http://massively.joystiq.com/2011/08/09/city-of-heroes-explores-the-process-of-making-missions/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/super-hero/" rel="tag">Super-hero</a>, <a href="http://massively.joystiq.com/category/city-of-heroes/" rel="tag">City of Heroes</a>, <a href="http://massively.joystiq.com/category/city-of-villains/" rel="tag">City of Villains</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/08/09/city-of-heroes-explores-the-process-of-making-missions/"><img alt="Random City of Heroes screenshot" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/08/coh-mission-epl-809.jpg" /></a></div>
It's been a little while since the last installment of <em><a href="http://massively.joystiq.com/category/City-of-Heroes/">City of Heroes</a></em>' developer dispatch newsletter, the <a href="http://massively.joystiq.com/tag/Intrepid-Informer/">Intrepid Informer</a>, due in no small part to the upcoming hybrid business model domination the news sphere. But the second part of the series on designing missions for the games <a href="http://na.cityofheroes.com/en/news/news_archive/the_intrepid_informer_issue_8.php">has just recently been posted</a>, giving players a look behind the scenes at the process that goes into crafting compelling arcs for players to enjoy time and again.<br />
<br />
Penned by <a href="http://massively.joystiq.com/tag/Matt-Miller/">Matt Miller</a>, the installment explains some of the thought processes that go on during mission development. For example, as Miller explains, the main reason that level bands restrict available enemy groups is simply plausibility -- if you're still seeing Hellions at level 50, it implies that the Rikti are essentially equivalent to punks in red jackets. Miller also talks about the importance of finding little quirks to help the mission feel unique and memorable, an important element in a game that allows you to flash back to older missions at almost any time. It's sure to be <a href="http://na.cityofheroes.com/en/news/news_archive/the_intrepid_informer_issue_8.php">an interesting read for longtime fans</a> interested in seeing how the team goes about taking a broad concept and turns it into a playable arc.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/08/09/city-of-heroes-explores-the-process-of-making-missions/">City of Heroes explores the process of making missions</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 09 Aug 2011 18:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/08/09/city-of-heroes-explores-the-process-of-making-missions/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20013666/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/08/09/city-of-heroes-explores-the-process-of-making-missions/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>city-of-heroes</category><category>city-of-villains</category><category>coh</category><category>cov</category><category>cox</category><category>design</category><category>developer-diary</category><category>intrepid-informer</category><category>matt-miller</category><category>matt-positron-miller</category><category>mission-design</category><category>missions</category><category>ncsoft</category><category>paragon</category><category>paragon-studios</category><category>positron</category><category>quest-design</category><category>quests</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Tue, 09 Aug 2011 18:30:00 EST</pubDate></item><item><title><![CDATA[TERA's David Noonan on building smart quests]]></title><link>http://massively.joystiq.com/2011/03/21/teras-david-noonan-on-building-smart-quests/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/03/21/teras-david-noonan-on-building-smart-quests/</guid><comments>http://massively.joystiq.com/2011/03/21/teras-david-noonan-on-building-smart-quests/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/tera/" rel="tag">TERA</a></p><div style="text-align: center;">
	<a href="http://mmorpg.gamezone.com/editorials/item/tera_dev_diary_building_better_quests/"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/03/teraquests.jpg" vspace="4" /></a></div>
Quests are such an integral part of current-gen MMORPG gameplay that players sometimes take them for granted. Collecting this or killing that is so ingrained in the gamer psyche that it's easy to overlook the work that goes into making a good quest (or the potential impact that unique quests have on the play experience).<br />
<br />
<a href="http://tera-online.com"><em>TERA</em></a> lead writer <a href="http://massively.joystiq.com/tag/david-noonan">David Noonan</a> has been thinking a lot about quests, and he recently shared a bit of insight with <a href="http://mmorpg.gamezone.com/editorials/item/tera_dev_diary_building_better_quests/">GameZone</a> regarding how the team of writers at <a href="http://enmasse.com">En Masse Entertainment</a> is building better quests. Much of the team's effort goes toward ensuring the quality (and relevancy) of a given quest regardless of when a player chooses to accept it. Quests that capture a player's interest before (or after) a villain or boss fight are the ultimate goal.<br />
<br />
"<em>That's what we call a smart quest: a quest that's designed with an awareness of its emotional, storytelling, and world-building surroundings... When you see a smart quest... it's because someone thought through all the narrative, emotional, and gameplay implications beforehand</em>," Noonan explains.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/03/21/teras-david-noonan-on-building-smart-quests/">TERA's David Noonan on building smart quests</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 21 Mar 2011 11:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/03/21/teras-david-noonan-on-building-smart-quests/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19886282/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/03/21/teras-david-noonan-on-building-smart-quests/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>arborea</category><category>david-noonan</category><category>en-masse</category><category>en-masse-entertainment</category><category>fantasy</category><category>interviews</category><category>pve</category><category>quest-design</category><category>questing</category><category>quests</category><category>smart-quests</category><category>tera</category><category>tera-online</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Mon, 21 Mar 2011 11:30:00 EST</pubDate></item><item><title><![CDATA[Quaggan sad: A look back at the Guild Wars 2 Dynamic Events panel]]></title><link>http://massively.joystiq.com/2010/09/09/quaggan-sad-a-look-back-at-the-guild-wars-2-dynamic-events-pane/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/09/09/quaggan-sad-a-look-back-at-the-guild-wars-2-dynamic-events-pane/</guid><comments>http://massively.joystiq.com/2010/09/09/quaggan-sad-a-look-back-at-the-guild-wars-2-dynamic-events-pane/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/events-real-world/" rel="tag">Events, real-world</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/guild-wars-2/" rel="tag">Guild Wars 2</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/guild-wars-2"><img hspace="4" vspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/09/panel-rb-99.jpg" /></a></div>
At the top of my to-do list for Saturday morning at PAX was Designing Dynamic Events, a <a href="http://www.guildwars2.com"><em>Guild Wars 2</em></a> panel with designers <a href="http://massively.joystiq.com/tag/eric-flannum">Eric Flannum</a> and <a href="http://massively.joystiq.com/tag/colin-johanson">Colin Johanson</a>. Talk and video of the panel have been everywhere this week, and I wanted to take a little bit of time to give my thoughts on what they did and how it was received.<br />
<br />
The panel was billed as a discussion about "<em>how </em><a href="http://massively.joystiq.com/category/guild-wars-2">Guild Wars 2</a><em> designers create events in the dynamic, living game world and the many factors to consider when designing any kind of MMO content.</em>"<br />
<br />
It sounded interesting, but it was a ticketed event with limited attendance, which seemed strange to me. I managed to get a ticket and was even more confused when I walked into the relatively tiny room. Why such a small place for something that would certainly have drawn a huge crowd?<br />
<br />
It all became clear very soon, so follow along after the cut to hear more about my take on the new things we learned in Designing Dynamic Events.<p><a href="http://massively.joystiq.com/2010/09/09/quaggan-sad-a-look-back-at-the-guild-wars-2-dynamic-events-pane/" rel="bookmark">Continue reading <em>Quaggan sad: A look back at the Guild Wars 2 Dynamic Events panel</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/09/09/quaggan-sad-a-look-back-at-the-guild-wars-2-dynamic-events-pane/">Quaggan sad: A look back at the Guild Wars 2 Dynamic Events panel</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 09 Sep 2010 13:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2010/09/09/quaggan-sad-a-look-back-at-the-guild-wars-2-dynamic-events-pane/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19625234/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/09/09/quaggan-sad-a-look-back-at-the-guild-wars-2-dynamic-events-pane/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>anet</category><category>arenanet</category><category>colin-johanson</category><category>con-panel</category><category>designing-dynamic-events</category><category>dynamic-events</category><category>eric-flannum</category><category>event-design</category><category>featured</category><category>guild-wars-2</category><category>guild-wars-2-panel</category><category>gw2</category><category>jeff-grubb</category><category>krait</category><category>ncsoft</category><category>opinion</category><category>panel</category><category>panels</category><category>PAX</category><category>pax-2010</category><category>pax-prime</category><category>pax-prime-2010</category><category>quaggan</category><category>quest-design</category><category>sharks-with-laser-beams</category><category>the-mighty-oooh</category><dc:creator><![CDATA[Rubi Bayer]]></dc:creator><pubDate>Thu, 09 Sep 2010 13:00:00 EST</pubDate></item><item><title><![CDATA[GDC09: Spending time with the cruise director of Azeroth pt. 2]]></title><link>http://massively.joystiq.com/2009/04/01/gdc09-spending-time-with-the-cruise-director-of-azeroth-pt-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/04/01/gdc09-spending-time-with-the-cruise-director-of-azeroth-pt-2/</guid><comments>http://massively.joystiq.com/2009/04/01/gdc09-spending-time-with-the-cruise-director-of-azeroth-pt-2/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/quests/" rel="tag">Quests</a>, <a href="http://massively.joystiq.com/category/pve/" rel="tag">PvE</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a></p><div align="center"><a href="http://massively.joystiq.com/tag/gdc-2009"><span style="font-weight: bold;"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/04/gdcquestmistakes.jpg"  alt="" /></span></a><br /><span style="font-weight: bold;"></span></div>
<span style="font-weight: bold;">Mistakes of World of Warcraft</span><br /> <br /> Kaplan was quick to note that <span style="font-style: italic;">Warcraft</span> was far from perfect, and he wanted to highlight some of his own mistakes inside of the design.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> Also avoid poorly placed quest chains, like the <a href="http://www.wowwiki.com/Quest:The_Princess_Trapped">Chains of Myzrael</a> 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.<br /> <br /> 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.<br /> <br /> He also emphasized to avoid inserting "gimmick quests."  His example here was part of <a href="http://www.wowwiki.com/The_Oculus">the Oculus</a> dungeon where players ride on dragons.  These types of quests center around doing something the client may not be able to properly handle.  <span style="font-style: italic;">Warcraft</span> 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.<br /> <br /> <span style="font-weight: bold;">The horror of collection quests</span><br /> <br /> 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.<br /> <br /> 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.<br /> <br /> His other point was that collection quests shouldn't require an insane amount of items.  To everyone's amusement, he brought up the <a href="http://www.wowwiki.com/Quest:The_Green_Hills_of_Stranglethorn">Green Hills of Stranglethorn</a> 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.<br /> <br /> 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.<br /> <br /> Most of these points that Kaplan has brought up pertain to <span style="font-style: italic;">Warcraft</span>, 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.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/04/01/gdc09-spending-time-with-the-cruise-director-of-azeroth-pt-2/">GDC09: Spending time with the cruise director of Azeroth pt. 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 01 Apr 2009 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/04/01/gdc09-spending-time-with-the-cruise-director-of-azeroth-pt-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1505235/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/04/01/gdc09-spending-time-with-the-cruise-director-of-azeroth-pt-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>azeroth</category><category>blizzard</category><category>christmas-tree</category><category>collection-quests</category><category>cruise-director-of-azeroth</category><category>directed-gameplay</category><category>exclamation-points</category><category>gdc-2009</category><category>green-hills-of-stranglethorn</category><category>interface-design</category><category>jeff-kaplan</category><category>lead-game-designer</category><category>mistakes</category><category>panel</category><category>quest-design</category><category>quest-helper</category><category>questing</category><category>quests</category><category>user-interface</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Wed, 01 Apr 2009 17:00:00 EST</pubDate></item><item><title><![CDATA[GDC09: Spending time with the cruise director of Azeroth]]></title><link>http://massively.joystiq.com/2009/04/01/gdc09-spending-time-with-the-cruise-director-of-azeroth/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/04/01/gdc09-spending-time-with-the-cruise-director-of-azeroth/</guid><comments>http://massively.joystiq.com/2009/04/01/gdc09-spending-time-with-the-cruise-director-of-azeroth/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/quests/" rel="tag">Quests</a>, <a href="http://massively.joystiq.com/category/pve/" rel="tag">PvE</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/tag/gdc-2009"><img hspace="4" border="1" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/04/jeffkaplangdc09.jpg" /></a><br /></div>
At <a href="http://massively.joystiq.com/tag/gdc-2009">GDC09</a>, we got to talk with many people and listened to a variety of panels on all aspects of game design. But there was little doubt as to which panel attracted loads of attention -- the Jeff Kaplan panel on quest design in <a href="http://www.worldofwarcraft.com"><span style="font-style: italic;">World of Warcraft</span></a>.<br /><br /><span style="font-style: italic;">Warcraft</span> has come extremely far in terms of their UI design and quest implementation since the game launched back in 2004. Just between 2007 and 2009, Kaplan revealed that over 8,570,222,436 quests have been completed, while the daily average was 16,641,409. With those numbers in place, it's safe to say that <a href="http://massively.joystiq.com/category/world-of-warcraft"><span style="font-style: italic;">World of Warcraft</span></a> players are driven by their questing.<br /><br />Kaplan's panel revealed a few tricks of the trade, as well as his beliefs regarding questing, so without further adieu let's get into the meat of his panel.<br /><br /><div class="postgallery"><p><strong>Gallery: <a href="http://massively.joystiq.com/photos/gdc09-spending-time-with-the-cruise-director-of-azeroth-1/">GDC09: Spending time with the cruise director of Azeroth</a></strong></p><a href="http://massively.joystiq.com/photos/gdc09-spending-time-with-the-cruise-director-of-azeroth-1/#1466124"><img src="http://www.blogcdn.com/www.massively.com/media/2009/04/kaplan20091_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/gdc09-spending-time-with-the-cruise-director-of-azeroth-1/#1466125"><img src="http://www.blogcdn.com/www.massively.com/media/2009/04/kaplan20092_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/gdc09-spending-time-with-the-cruise-director-of-azeroth-1/#1466126"><img src="http://www.blogcdn.com/www.massively.com/media/2009/04/kaplan20093_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/gdc09-spending-time-with-the-cruise-director-of-azeroth-1/#1466127"><img src="http://www.blogcdn.com/www.massively.com/media/2009/04/kaplan20094_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/gdc09-spending-time-with-the-cruise-director-of-azeroth-1/#1466138"><img src="http://www.blogcdn.com/www.massively.com/media/2009/04/kaplan20096_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://massively.joystiq.com/2009/04/01/gdc09-spending-time-with-the-cruise-director-of-azeroth/" rel="bookmark">Continue reading <em>GDC09: Spending time with the cruise director of Azeroth</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/04/01/gdc09-spending-time-with-the-cruise-director-of-azeroth/">GDC09: Spending time with the cruise director of Azeroth</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 01 Apr 2009 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/04/01/gdc09-spending-time-with-the-cruise-director-of-azeroth/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1504163/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/04/01/gdc09-spending-time-with-the-cruise-director-of-azeroth/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>azeroth</category><category>blizzard</category><category>collection-quests</category><category>cruise-director-of-azeroth</category><category>directed-gameplay</category><category>exclamation-points</category><category>featured</category><category>game-design</category><category>game-developers-conference</category><category>gdc-2009</category><category>gimmicks</category><category>green-hills-of-stranglethorn</category><category>interface-design</category><category>jeff-kaplan</category><category>joystiqfeatures</category><category>lead-game-designer</category><category>panel</category><category>quest-design</category><category>quest-helper</category><category>questing</category><category>quests</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Wed, 01 Apr 2009 17:00:00 EST</pubDate></item><item><title><![CDATA[Interview with AoC dialog writer Aaron Dembski-Bowden, part 2]]></title><link>http://massively.joystiq.com/2008/06/09/interview-with-aoc-dialog-writer-aaron-dembski-bowden-part-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/06/09/interview-with-aoc-dialog-writer-aaron-dembski-bowden-part-2/</guid><comments>http://massively.joystiq.com/2008/06/09/interview-with-aoc-dialog-writer-aaron-dembski-bowden-part-2/#comments</comments><description><![CDATA[<p style="margin-bottom: 0cm;"><strong><a href="http://www.pen-paper.net/rpgdb.php?op=showcreator&amp;creatorid=10988"><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/06/aarondembskibowden.jpg" alt="" /></a>The original Conan stories had some fairly racist dialog. How did you reconcile a hero who makes a point of never abandoning a fellow 'white man' with the gamers of the 21st century?</strong></p>
<p style="margin-bottom: 0cm;"><strong><br /></strong></p>
<p style="margin-bottom: 0cm;">I just didn't present that aspect of him. That links into a later question, actually...</p>
<p style="margin-bottom: 0cm;"><strong><br /></strong></p>
<p style="margin-bottom: 0cm;"><strong>Inter-cultural enmity<em> </em>is very much a part of Conan's world, though. Some <em>AoC</em> servers now have 'cultural PvP' where you can attack anyone who's not your countryman. Obviously, much of Howard's original inspiration came from real-world cultures, so stuff like the 'dusky' Stygians being treacherous and decadent is that much closer to the knuckle than, say, a more fantasy-based setting with elves and orcs and so on. How did you feel writing for a world with such a lack of inter-cultural tolerance?</strong></p>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">Honestly, I didn't feel bad about writing this world for two reasons: one personal, one professional. </p>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">Firstly, maybe I should have felt bad about it on a personal level, but I never did. That's because I have such little respect for Howard as a person, it was easy to dismiss his attitudes as those of a bastard and not feel bad about it all by ignoring them. I have immense and total respect for his skills as a writer and a storyteller, I know his writings very well, but the guy himself was racist, sexist and the reasons for his suicide always unnerved me. I think there should be room in the world to say 'I love Guy X's work, but I don't want a cup of tea with him' without being fired or sued. </p>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">Secondly, and far more importantly, because all quests had to be generic for The Player instead of race/class combos, the only intercultural intolerance in the game itself comes from dialog. I did a huge bunch of nation-based dialog options to try and squeeze in the variety wherever I could. That felt great, because it was fun as hell. </p>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">Just focus on aspects of the culture that aren't linked in any way to today's cultural climate. Stygians have fewer rights than snakes in their homeland. Aquilonians and Cimmerians can mock that instead of calling a Stygian all manner of names because he happens to have dark skin. And those aspects of the cultures are by far the most interesting and relevant parts of the lore, anyway. The Cimmerians believe <em>their god doesn't even answer prayers.</em> A Stygian in the thrall of Set-worship, who sees his god as all-powerful, would focus heavily on cultural differences like that. </p>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">Mentioning that stuff was cool, and was the main way I missed out on the open racism inherent in Howard's work.</p>
<p style="margin-bottom: 0cm;"><strong><br /></strong></p>
<p style="margin-bottom: 0cm;"><strong>On a similar subject, as a dialog writer, how did you tackle the characterization of women in Conan's world? We couldn't help but notice that the second NPC you encounter is a hapless prostitute chained across your path, who begs you for your help!</strong></p>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">Yeah. A lot of Hyboria as written by Howard was sexist and racist up to 11. A lot of people who've dealt with Conan in the past use the excuse that Howard was from a different era - a product of a different age. It's something even people on the project have said.</p>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">There's an obvious truth to that, but I don't really accept that as an entirely valid justification. I'm of the mind that the year you were born doesn't really excuse you for being a bastard.</p>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">I also wasn't overly keen on the way some aspects of the game pander to it. F'rex, calling the whorehouse 'the Bearded Clam' still grinds my gears just a little. The 'boobs and blood' marketing never sat well with me, to be perfectly honest. But then, that's Howardian through and through. Just amped up even further to get attention.</p>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">I tried very hard to present Howardian writing in both technical form and getting the spirit right. 'Boobs and blood' marketing has never worked on me overmuch, and I tried my best to resist it in the dialog. Game direction did repeatedly say no to explicit sex, which I always thought was a strange touch given other attitudes on display. </p>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">I dealt with it as best I could. Several characters (like the mistress of the Tortage whorehouse; the barmaid Alyssa; Countess Albiona) have dialogue relating to sex. I tried to make it thematic and cool without being gratuitous or sounding like something from Beavis &amp; Butthead. The conversation you can have with Sancha in Tortage, when you can question why the whores are complaining about not being paid for their 'pleasurable job', is some of the stuff I'm proudest of. I feel like Sancha's reactions in that conversation tree bring some of the game's attempted maturity to the fore.</p>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;"><strong></strong></p>
<strong> </strong>
<p style="margin-bottom: 0cm;"><strong><strong>You make it sound as if there were 'creative differences', as the boy bands put it, between yourself and the game's directors. <br /></strong></strong></p>
<strong> </strong>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">Not so much. I mean, on a project this size there'll always be differences, but it was actually pretty smooth sailing. Game direction never stamped on any of my pretty-pretty-princess dreams.</p>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">However, to explain better: the inspirational quote on our internal homepage, for every day of the project, was '<em>Combat, combat, combat - the game in a nutshell</em>'.</p>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">That's fine; that's what sells copies of the game more than anything. Let's just say that I was always made very aware that the writing on the project was considered overall as something of a side consideration. More like polish, really.</p>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">Game direction as regards to the writing was very loose. The strictures I mentioned (no race/class quests, and no sex) were in place, and that was pretty much that. No dream-stamping in view. Besides, I'm sure anyone on any project can point to things they wished they could do differently.</p>
<strong> </strong>
<p style="margin-bottom: 0cm;"><strong><strong><br /></strong></strong></p>
<strong> </strong>
<p style="margin-bottom: 0cm;"><strong><strong>Saddur is supposed to be a eunuch, right?</strong></strong></p>
<strong> </strong>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">Yeah. I really dig his voice, too. Before I heard it, I'd always imagined he'd sound like the narrator in Baldur's Gate. You know the one I mean. <em>That </em>guy.</p>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">'<em>You must gather your party before venturing forth.</em>'</p>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">I put that line in <em>AoC</em>, by the way. And it was freaking worth it, tells ya.</p>
<p style="margin-bottom: 0cm;"><strong><br /></strong></p>
<strong> </strong>
<p style="margin-bottom: 0cm;"><strong><strong>How do you feel about writing for a backstory that the player has no choice in? In a shared world, it seems weird that every single <em>Age of Conan</em> character washed up on the same beach with the same Acheronian mark on their breast. Would you have liked to give players more freedom?</strong></strong></p>
<strong> </strong>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">I'd have loved to do more with it. I've got two things to say to that, I guess.</p>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">One would be that, well, it's an MMO. We tried hard with the story, but the fact it's an MMO was severely limiting in that regard. It's the same with WoW - you need to suspend your disbelief because the world is populated by a thousand other versions of people on the same story as you. Every Horde character that levels in Eversong Woods and the Ghostlands is 'that one character' responsible for bringing in Dar'Khan's head and getting the Blood Elves involved with the Horde.</p>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">Same deal here. We wanted the story to be a personal one, but the necessities of the MMO format mean you've got to...hand-wave a little.</p>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">The second thing I'd say is that we've got a dedicated Live team, which (ahem) I happen to be part of. I genuinely have zero idea what the future holds in this score, but if someone ever said I had to do dialog for more starter areas in future patches, I'd not be stunned. Tortage has been incredibly well-received, after all. Most reviews I've seen pin Tortage, its dialog and its varied quests as the high quality point of the game.</p>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">I stress, again, that I have no idea. I just wouldn't be surprised at more starter areas in X years. That's not insider info; it's just something I think would be cool.</p>
<p style="margin-bottom: 0cm;"><strong><strong><br /></strong></strong></p>
<strong> </strong>
<p style="margin-bottom: 0cm;"><strong><strong><em>AoC</em> has had a spectacular reception so far, with editions selling out all over the place. Did you expect this much success?</strong></strong></p>
<strong> </strong>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">Honestly, I did. I don't think it's a disservice to say that the main appeals of the game are the GFX (including the blood 'n guts fatalities elements) and the PvP play style. That was always going to sell the game well, and the boobs 'n blood marketing style was hardly a hindrance.</p>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">I make no claims to being some erudite, highbrow genius that rules above such things, but the focus on certain aspects of the game meant I was sure it would sell well. I still find the concept of an 18+ game apparently selling game-time cards hilarious, though. What, you have a gaming rig capable of <em>AoC</em>, electricity bills, an ISP, and you buy <em>game cards</em>?) but...whatever. Let's not fight, dear.</p>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">What has pleased me is that beyond the incredible GFX and the PvP, a lot of other jazz is getting praised, too. And yeah, sure I mean my work - but also the VO quality, the quest system, the music that's beyond awesome, and a thousand other touches that make the game whole.</p>
<p style="margin-bottom: 0cm;"><strong><strong><br /></strong></strong></p>
<strong> </strong>
<p style="margin-bottom: 0cm;"><strong>Thanks again, Aaron, and congratulations on the ongoing success of <em>Age of Conan</em>!<br /></strong></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/06/09/interview-with-aoc-dialog-writer-aaron-dembski-bowden-part-2/">Interview with AoC dialog writer Aaron Dembski-Bowden, part 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 09 Jun 2008 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/06/09/interview-with-aoc-dialog-writer-aaron-dembski-bowden-part-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1218631/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/06/09/interview-with-aoc-dialog-writer-aaron-dembski-bowden-part-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>aaron-dembski-bowden</category><category>age-of-conan</category><category>age-of-conan-hyboria...</category><category>aoc</category><category>dialog</category><category>funcom</category><category>interview</category><category>interviews</category><category>quest-design</category><category>robert-e-howard</category><dc:creator><![CDATA[Adrian Bott]]></dc:creator><pubDate>Mon, 09 Jun 2008 10:00:00 EST</pubDate></item><item><title><![CDATA[Exclusive interview with AoC Senior Dialog Writer Aaron Dembski-Bowden]]></title><link>http://massively.joystiq.com/2008/06/09/exclusive-interview-with-aoc-senior-dialog-writer-aaron-dembski/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/06/09/exclusive-interview-with-aoc-senior-dialog-writer-aaron-dembski/</guid><comments>http://massively.joystiq.com/2008/06/09/exclusive-interview-with-aoc-senior-dialog-writer-aaron-dembski/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/age-of-conan/" rel="tag">Age of Conan</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/massively-interviews/" rel="tag">Massively Interviews</a></p><div align="center"><a href="http://www.pen-paper.net/rpgdb.php?op=showcreator&amp;creatorid=10988"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/06/aaron.jpg" /></a></div>
<p style="margin-bottom: 0cm;"><a href="http://www.ageofconan.com"><em>Age of Conan </em></a>has received acclaim from all quarters, especially for the quality of the Tortage quests, dialog and voiceover acting. The credit for a bewilderingly vast amount of this material goes to Aaron Dembski-Bowden, a young British writer already known for his work in the tabletop roleplaying field. We tracked him down and managed to secure an interview. Despite the look in his eyes above, which is the sort of thing you see immediately before your character's arms and head are cut off, he proved a very approachable guy...<br /></p>
<p style="margin-bottom: 0cm;"><strong><br /></strong></p>
<p style="margin-bottom: 0cm;"><strong>Let's start with your background, your work to date, what position you held in the <a href="http://www.ageofconan.com"><em>AoC</em></a> team, and what responsibilities that entailed.</strong></p>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">I've done a bunch of pen 'n paper RPG work (primarily for <a href="http://www.white-wolf.com">White Wolf</a> on their World of Darkness game lines) and <a href="http://www.mongoosepublishing.com">Mongoose Publishing</a>'s various Fantasy genre licences. I'm currently alternating between videogame work and writing Warhammer 40,000 novels for <a href="http://www.blacklibrary.com">the Black Library</a>, <a href="http://uk.games-workshop.com">Games Workshop</a>'s publishing house.</p>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">Also, in the few moments of clarity that reach me through the haze of over-coffeed sleepless nights, I still cling to the shreds of useful lore I picked up from my writing degree.</p>
<p style="margin-bottom: 0cm;"><br /></p>
<p style="margin-bottom: 0cm;">This is the part where I should say I've always wanted to be a writer. That's not entirely true. I wanted to be a writer in my teens, when I realised I was too much of a coward to be a paramedic. All that lifesaving sounded like hard work, y'know? And before I wanted to be a paramedic, my only ambition was to be one of the kids that got to hang out with Optimus Prime. In my defence, I was about 4 at the time.</p><p><a href="http://massively.joystiq.com/2008/06/09/exclusive-interview-with-aoc-senior-dialog-writer-aaron-dembski/" rel="bookmark">Continue reading <em>Exclusive interview with AoC Senior Dialog Writer Aaron Dembski-Bowden</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/06/09/exclusive-interview-with-aoc-senior-dialog-writer-aaron-dembski/">Exclusive interview with AoC Senior Dialog Writer Aaron Dembski-Bowden</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 09 Jun 2008 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/06/09/exclusive-interview-with-aoc-senior-dialog-writer-aaron-dembski/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1218621/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/06/09/exclusive-interview-with-aoc-senior-dialog-writer-aaron-dembski/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>aaron-dembski-bowden</category><category>age-of-conan</category><category>aoc</category><category>conan</category><category>dialog</category><category>featured</category><category>funcom</category><category>hyboria</category><category>interview</category><category>interviews</category><category>joystiqfeatures</category><category>quest-design</category><category>robert-e-howard</category><dc:creator><![CDATA[Adrian Bott]]></dc:creator><pubDate>Mon, 09 Jun 2008 10:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: Quest designing]]></title><link>http://massively.joystiq.com/2008/03/10/the-daily-grind-quest-designing/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/03/10/the-daily-grind-quest-designing/</guid><comments>http://massively.joystiq.com/2008/03/10/the-daily-grind-quest-designing/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a></p><a href="http://www.wowinsider.com/2007/01/17/blizzard-no-player-created-quests-for-you/"><img align="right" src="http://www.blogcdn.com/www.wowinsider.com/media/2007/01/mankrik2.jpg" alt="" /></a>Well, as anyone who has been around MMOs can tell you, one of the most <a href="http://massively.joystiq.com/2008/02/07/behind-the-curtain-a-new-take-on-quests/">commonly complained about quest types</a> is the "kill x" quests -- where x is any number, just like back in algebra class. Quest designers have been accused of everything from being unimaginative, to being downright lazy for using this mechanic so frequently in their games. We keep waiting for <a href="http://massively.joystiq.com/2008/03/09/pc-gamer-previews-age-of-conan/">someone to offer something more</a>. <br /><br />Today we thought we'd ask you what kinds of quests you'd design if <a href="http://www.wowinsider.com/2007/01/17/blizzard-no-player-created-quests-for-you/">you were able to create MMO quest</a>s. (And don't be surprised if we pelt you with rotten produce if you answer with the "kill-x" variable.) Would you use more stealthy missions, quests involving retrieving a certain item that you had to fight your way through a bunch of bad guys to get to? Timed? Escorts? What is your ideal quest design?<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/03/10/the-daily-grind-quest-designing/">The Daily Grind: Quest designing</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 10 Mar 2008 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/03/10/the-daily-grind-quest-designing/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1135913/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/03/10/the-daily-grind-quest-designing/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>featured</category><category>kill-x</category><category>mmo-design</category><category>quest-design</category><category>quests</category><category>tdg</category><category>the-daily-grind</category><dc:creator><![CDATA[Krystalle Voecks]]></dc:creator><pubDate>Mon, 10 Mar 2008 08:00:00 EST</pubDate></item></channel></rss>
