Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Future MMORPG that does not equal grind?

I just can't do it any more. I 'm a veteran of Planetside and World of Warcraft. And I've been exposed to Saga of Ryzom, Tale in the Desert, Guild Wars, and Everquest 2, although my comments are mostly pointed at fantasy MMORPGs like WoW and EQ2. I recently saw a new MMO offering (don't ask) and I can say that I am done killing xx womp rats and collecting xx doo-hickys as a primary questing device. I've been playing Elder Scrolls4 and NeverWinter Nights 2 and they are so refreshing for lack of the collection grind, I may be through with your average fantasy based MMO, although I do miss the online social interaction.

Planetside is an exception to this critique (played it for 18 months before burning out). In fact I'm tempted to go back to PS.

I looked at some movies of WoW:TBC and as far as I can tell, it's the same ole grind in new settings.

I realize this may be near impossible, but are there any MMORPGs in work that are not over reliant on collection/kill quests? that allow for a high percentage of solo play? of the quests that require parties, rely on small (10 or less) parties? are not overly reliant on instanced space? and even tougher- set in a dynamic environment?

Naw, probably not... :)

-----------------------
Past MMOs- Planetside, WoW.
Current MMO:
Current Games: L4D, Skyrim
Tried- ATITD, EQ2, SoR, Vanguard,SL,LOTRO,SotNW,SWTOR.
Anticipating- GW2, Planetside2

Comments

  • DundeeDundee Member Posts: 233
    Originally posted by Huntn

     I looked at some movies of WoW:TBC and as far as I can tell, it's the same ole grind in new settings. I realize this may be near impossible, but are there any MMORPGs in work that are not over reliant on collection/kill quests? 
    I think we can expect a bit of both. The success of killing-monsters as a core activity means they'll continue to be made, and killing-monsters as a core feature means collection/kill quests. Some better disguised than others, but all really an excuse for some things to be killed. Character advancement expressed in terms of improved ability to kill monsters, so... same ol' game.



    But others, too. The success Second Life is reported to have means more social-oriented games will be made. I don't have much faith in their ability to deliver, so there's the danger you get invested (emotionally) in them and *poof* they get canceled... but it is possible someone will do a good one.

    Originally posted by Huntn

      that allow for a high percentage of solo play? of the quests that require parties, rely on small (10 or less) parties?
    High-percentage of solo play and small parties seems like a given, since WoW.



    Originally posted by Huntn

    are not overly reliant on instanced space? and even tougher- set in a dynamic environment? Naw, probably not... :)
    What is "overly reliant"? Also... what assumptions are you making about instanced spaces? There's the way that WoW uses them (elite quests) versus the way City Of H/V uses them (all missions, solo or group), versus the "public instances vs. private instances" of lots of games (CoH/V and EQ2 actually instance everything).



    Dynamic Environment is a ways off, IMO.
  • PureChaosPureChaos Member Posts: 839
    AOC and WAR are looking good.

    image

  • AelfinnAelfinn Member Posts: 3,857

    AoC, assuming Funcom doesn't pull an SOE between now and release... but in any case:

    - One of the major selling points is the inclusion of dynamic quest lines, with an actual (gasp) story behind them, no "kill X mobs of type Y" crap. There will be plenty of quests for both solo and teams, although I obviously don't have a bloody clue as to exact ratios.

    - data suggests a good mix of both solo and "small" group content, with little to no raid style play necessary to earn the best equipment. (Whether raiding is necessary at all as opposed to being simply one of several options is heavily debated)

    - There is instancing, but only where necessary. Assuming Funcom continues the model they've used in the past, it will primarily be in place for heavily used dungeons, segregating into shards of 20-40 people, enough for several teams to go their seperate ways without bumping into each other too much.

    - It is dynamic in a sense. Once again, I am partially assuming FC keeps up their winning patterns here. The storyline is constantly moving forward, and the map can and will change with it, but slowly.

    No man is an island, entire of itself; every man is a piece of the continent, a part of the main. any man's death diminishes me, because I am involved in mankind, and therefore never send to know for whom the bell tolls; it tolls for thee.
    Hemingway

  • TorakTorak Member Posts: 4,905
    Originally posted by Huntn

    I just can't do it any more. I 'm a veteran of Planetside and World of Warcraft. And I've been exposed to Saga of Ryzom, Tale in the Desert, Guild Wars, and Everquest 2, although my comments are mostly pointed at fantasy MMORPGs like WoW and EQ2. I recently saw a new MMO offering (don't ask) and I can say that I am done killing xx womp rats and collecting xx doo-hickys as a primary questing device. I've been playing Elder Scrolls4 and NeverWinter Nights 2 and they are so refreshing for lack of the collection grind, I may be through with your average fantasy based MMO, although I do miss the online social interaction.
     
    Planetside is an exception to this critique (played it for 18 months before burning out). In fact I'm tempted to go back to PS.
     
    I looked at some movies of WoW:TBC and as far as I can tell, it's the same ole grind in new settings.
     
    I realize this may be near impossible, but are there any MMORPGs in work that are not over reliant on collection/kill quests? that allow for a high percentage of solo play? of the quests that require parties, rely on small (10 or less) parties? are not overly reliant on instanced space? and even tougher- set in a dynamic environment?
     
    Naw, probably not... :)

    The MMOs on the way that specifically address the grind and "claim" to not have grind like exsist are as follows

    • Age of Conan
    • Aion
    • Gods and Heroes
    • Heroes Journey
    • WAR

    I wouldn't trust Gods and Heroes mainly because SOE is lurking in the shadows with it. I imaging they are going to lose patience with it and force a release before its ready as is standard operating procedure in SOE, then revamp the sh*t out of it. 

    Good chance Heroes Journey might never actually release as simutronics found they can make money just using what they have as a demo and sell the engine instead.

    There might be a few more but for the mostpart most of them plan on sticking with "kill 10 rats" and grinding in a corner on the same batch of mobs

  • kashaunkashaun Member Posts: 220
    I can't think of any. Quest lines feel like grinding to me. I would love a game where I'd fight another faction or guild and gain skills or knowledge that way. Or craft things that were in demand for the ingame economy and gain crafting skills that way. Hopefully those new games on the way will have more random quests, given a few months and everyone knows them by heart anyway, and after doing them once it's pretty grindish after that. I would like to see how Age of Conan handles their quests, been awhile since I read up on it but it sounds like there will be atleast a few different avenues to travel.

    Never give up and never surrender!

Sign In or Register to comment.