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Author Topic: MMO Quest Design from Extra Credits  (Read 620 times)

Cates

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MMO Quest Design from Extra Credits
« on: Feb 27, 2014, 12:04 PM »
Part 1, short video. This combined with the video I posted a little while back reflects (I feel) the fundamental flaws with MMOs anymore. While I've never played Secret World, I still see Wildstar making the same questing mistakes.



Video I posted a while back about What Happened to the MMORPG




Mag

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Re: MMO Quest Design from Extra Credits
« Reply #1 on: Feb 28, 2014, 12:13 PM »
So true.

Xanxas

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Re: MMO Quest Design from Extra Credits
« Reply #2 on: Feb 28, 2014, 02:10 PM »
I haven't played any of the older MMOs like most of you guys SWG EQ1/2. So outside of those 5 ways to quest what else could be done?

Cates

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Re: MMO Quest Design from Extra Credits
« Reply #3 on: Feb 28, 2014, 06:11 PM »
SWG was something of a unique beast. You had one character, per server, per account. You could be anything you wanted to be, and once you got tired of being that thing you could dump all your points and invest in another thing.

SWG Pre-CU Talent Calculator

So you had 250 skill points, done by the bar at the bottom of the screen. The six base professions were the basis for the 26 advanced professions. Politician was its own thing. So there were 33 professions you could be. There were different types of experience. So Entertainers needed entertainer xp, this was earned by performing (equipping an instrument and/or performing a dance), and having people watch you. You could grind entertainer without having anyone watch you, but it was more efficient for someone to do it. In return, the person watching or listening to you would gain buffs, or have Battle Fatigue reduced. As a medic, you earned experience by healing people. So if you wanted and had a buddy who was so inclined, you could actually afk macro this. Have your buddy run a macro that would make him stand or sit every few minutes so he wouldn't be AFK logged, and you run a macro that heals him as often as you can. Crafting, much the same way, you crafted stuff and got experience. The more you experimented during the crafting phases, the more xp you got. Scouting experience was gained through exploring, and harvesting corpses of kills. Marksman and Brawler xp was gained by using specific weapons. For instance you would have to use Pistols, Carbines and Rifles through all four respective boxes of those weapon classes, then you could get Master Marksman. The last row of four boxes was combat xp, which was 1/10th of your gained weapon specific xp. So you fired your Rifle, got 1000 rifle xp for killing rando monster, and 100 combat xp. Same thing with brawler, you used unarmed abilities and got 1000 xp, got 100 combat xp.

As far as questing, there really wasn't any. It was a rich world that was open to you, and you explored and did what you wanted to get your xp. The closest example I can think of to modern experiences is grinding out a combat profession the way I used to do it. Also a great way to make money. So, there were mission terminals, several types. Combat Mission Terminals, Crafting Mission Terminals, Bounty Hunter Mission Terminals, and so forth. You didn't need to use these terminals to grind, but they could be used. My guild had a city on Dantooine, which was (in my opinion) the best combat grinding planet. The terminals would up the pay out of the missions given for the larger the group. So, being an imperial I would pull out my pet AT-ST (yes, I had a pet AT-ST, yes it was as awesome as you think it was) and have it group with me. Then I would tell it to stay, this way it wouldn't despawn while I was out running missions. I would go to the combat mission terminal, look for this one specific mission that had a high pay out, couldn't remember what I was hunting, little angry dogs of some sort. You could only carry two of these missions at a time in your mission log, so get two, the payout would be the highest available because my AT-ST made the system thing my two person group was a 20 person group, and I would go off, do the mission, and come back. I'd make 140k+ each time (a good set of the best crafted armor in the game cost 200k and would last you a while so long as you took care of it), and I'd gain a lot of xp for whatever class I was grinding. Just for instance, the last time I ground Rifleman/Combat Medic before the CU made me quit, it only took me two days to get to what you would call "max level". One day for combat stuff, and the other for medic/crafting stuff.

But the importance of the game was the world you were in, it was immersive. There was nothing to do, and so there was everything to do.

Mag

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Re: MMO Quest Design from Extra Credits
« Reply #4 on: Feb 28, 2014, 07:25 PM »
But the importance of the game was the world you were in, it was immersive. There was nothing to do, and so there was everything to do.
EVE was my favorite sandbox MMO. Questing was available, but there was pretty much zero reason to do it, and the system and UI gave you no reason to think it'd be a good idea. Instead, you could collect resources, farm reputation, trade or PvP. As the game grew, they added their own twist on instanced dungeon content, but I wasn't playing much anymore when that was out. But every sandbox game has had very modest subscriber numbers, and it seems like every one from a major publisher has eventually been pulled due to low profits. Only a few indies really keep the lights on and serve their modest but stable audience for a long time.

I still believe strongly that the best game would have team, objective-based gameplay rather than questing. It could be PvP or PvE, doesn't matter. Objectives might be to hold a node for a few minutes, or team puzzle solving, or tower-defense style area control. I don't even like the level-up mechanic very much (levels just gate gear, and the gear is the fun part imo), but if you have to give out XP that's not even that hard either. Give a very, very modest amount for kills plus a large bonus for overkills or completing timed objectives, say. Just because WoW did solo-questing doesn't mean that's the only way to build a game. What MMOs offer is the group experience, so IMO they should quit trying to hide it under hours and hours of endless, boring slog.

Xanxas

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Re: MMO Quest Design from Extra Credits
« Reply #5 on: Feb 28, 2014, 10:04 PM »
I want a game where I level my abilities rather than my characters level.

Mag

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Re: MMO Quest Design from Extra Credits
« Reply #6 on: Mar 03, 2014, 12:04 PM »
Secret World, TESO and EVE all do that to one degree or another, I think.

Cates

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Re: MMO Quest Design from Extra Credits
« Reply #7 on: Mar 05, 2014, 10:57 PM »
Part 2


 

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