If by "EXP" you mean from fighting mobs (or other players) I think it depends on which players?
1) some want a fighting game with some story 2) some want a story game with some fighting
and of that second group 2a) some want to play through a created story 2b) some want to create their own
so i'd guess 1: mostly exp in the context of one big quest (i.e. faction war) 2a: want quests 2b: either want exp alone or both exp and quests (with the quests optional so they can pick the ones that suit their personal story)
I read the question as "do people do quests for the sake of the quest or for the experience point reward?" to which I would reply: both.
edit: EXP could mean "explore" too i guess, but then my reply would be the same, players like both (not every single player likes both but generally speaking, "players" seem to like both).
If the quests are the like ones in The Secret World, then I'll do quests because I enjoy them and find them interesting. If the quests are like the ones in Wildstar/WoW, then Ill do them because I want to level up.
How about both, quests that give good amount of experience and they have some lore/story into it, no just go kill 50 of these, collect 45 of that, go back and now smack 15 of these, kick 120 of that, collect 35 orbs of these. Those are not quests, those are lazy developer's fillers.
In mmorpg i like rounding up huge pack of mobs and aoeing them down, i fell efficient, unlike real world:( About quests, when i see blob of text without voice acting i tend to skip it 90% of time.
Players definitely don't want quests,they are ONLY playing these games two ways,for xp to get to the end game best loot and for no other reason. If you removed the xp from quests,players wouldn't do them.
There really does NOT need to be any experience meter in a game,all we need is skills,you become better with your skills over time and learn new ones from various methods. The whole xp idea i believe was created as a carrot on a stick and a cheap lazy way of doing it.If you give players good creative ways to improve skills and learn new ones,that is more than enough to create desire in moving forward.
The biggest problem with the whole linear questing idea "even if you like the idea" is that has become the ONLY reason to play the games.When a developer puts all it's eggs in one simple idea,it really shows just how cheap that game design is.
Everywhere i look at game designs,i see cheap lazy approach,there is no question these games have no passion in the design just rush them to market to make a buck.Sure i see the odd sprinkling of housing and crafting and collecting but nothing much more than that and seldom do we get the whole package in the same game as well as solid graphics.
IMO a good triple A quality video game needs to be selling upwards of a 100 bucks to be any good and the market will not allow it.You look around at things we buy in life and how many people it takes to make them,usually not many,well it takes 50/100/200 maybe 500 people to make some of these games,at 60 bucks they would be a bargain.That is why we are NOT receiving Triple A games,we are playing second rate B games because that is all the developers can afford to make.Even if a game took 200 million to make,we are talking MANY people and a ton of overhead,then it sells for 60 bucks,again not enough we will not get the kind of games i want to see unless they start selling for 100 bucks or more.
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I don't mind questing but there are far too many grindy trash quests in most MMOs. Quests should be epic, you don't see Aragorn stopping to clean out some farmers cellar of rats or similar trash.
Fewer but better and larger quests, some dynamic events and some dungeons, that is what I want. Grinding quests or grinding mobs for XP both suck, fighting and quests can be far more fun than doing easy and fast stuff I forget the moment it is over.
We all do remember some fun quests, almost all games have some but there is just so much uninspired filler crap in between. A good dungeon beats 25 crap quests every day.
Quests in MMOs are written really badly. Generic, bland, boring, whatever description you wanna use, the actual story behind 99% of MMO quests is just plain shit
The tasks required for completion of a quest are usually bollocks.
Voice acting has made questing even more tedious
I would rather MMOs do away with questing as the primary form of advancement to endgame. I don't mind having quests in MMOs, but use them for their primary purpose: telling stories. I'd rather have advancement based on grinding mobs / exploring / crafting / generally playing the game and then just have quests to tell stories. That way it becomes the player's choice whether to engage with the story or not, rather than being forced to.
An early example of this is SWG Pre-CU. You advanced by just playing your character however you wanted, but the game still had quests and storylines. Doing the rebel or imperial quest chains wouldn't earn you much XP at all, but it was still good fun to do the quests, they took you to some interesting places and rewarded you in a different way (joining the faction).
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I want progression while my character adventures. I want my character to go to cool places, do interesting things, take risks and get rewards.
I want the developer to mix some interesting NPCs into the journey, and I don't mind a bit of storyline if it adds flavor to the world my character experiences.
Unless the quests contribute to this process, I'm not interested.
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I don't mind kill rat tasks at low level. It is part of giving a sense of progression IMO. What I mind is walking up to !, clicking accept, follow the GPS to kill the rats, come back, turn in.
In fact the way I would prefer is to have various different vendors in town. You don't actually get a quest to kill rats, but a certain vendor might pay you for something you harvested from the rat. This obviously wouldn't have a set amount, you could go kill anything and possible harvest or loot something from it depending on what it was and sell it to the vendor.
In hindsight it seems like you have more options with quests, but IMO you have less. Most of the quests are the same game mechanics (which means not much more variety then going out and finding things to kill), but heavily restricts where you can go and what you can choose to kill. Generally you will be killing the same thing the same amount of times as everyone else. Likely you won't run into any trouble because the quest is guiding you along a safe path (though generally these games are all in safe controlled environments now). Without quests many more options open up on where you can go, weather you end up running into something nasty, etc. This is especially true if you have good aggro mechanics for mobs helping each other, have a large variety of different mobs in areas, and have mobs that won't give up easily when following you.
Quests could be reserved for something epic like slaying evil trolls that have taken residence at a local cave. It should be optional though IMO. Not everyone wants to be adventures who slay monsters. They might want to be hunters/harvesters/builders/farmers/etc.
I believe the key is it's just more interesting to not have a set path in front of you, but to be able to choose to do just about anything. You could walk around talking to all the NPCs and see what they have to say. You could go kill however many rats you want. You could choose to just wander somewhere else and look for something else to kill.
This is generally not only providing unique experiences, but ones that provoke thought. What am I going to do? Where am I going to go? How do I get there? Whats over the next hill? Is this path safe to travel? Does this NPC have something interesting to say? Should I group up for better safety? What level is this mob? Will those mobs all attack me if I attack it? Have I been here before? Am I going the right way NW through draken woods to the large statue where I may see a small cave opening? Should I go gather some herbs? Is it safe to gather herbs in this area? Should I craft something? Do I need to gather items or perhaps someone else will sell some to me? Perhaps it's better to join that person who is also inside the dangerous cave.
The thought process for going through most quests these days is click on ! follow to X kill Y return to ?. You repeat this fairly mindlessly during the leveling process unless you choose to do some instanced dungeons or PvP. Not everyone likes to do instanced dungeons and PvP though. They are also fairly repetitive with no consequences in place and no possible random events that might happen.
I don't hate quests per se... I hate the way most MMO's have gone about it. Here is an exclamation point, a mark on your map, a compass that points you in the direction and fifty thousand addons that play the game for you.
Something I've kind of enjoyed about Elder Scrolls Online is the ability to turn these functions off. EverQuest did it right, but that was a long time ago, and I've burnt out on tab-target games.
I think it comes down to how spoiled we all are now even... Remember when you had to go out and buy a strategy guide or hope that one of your friends had figured it out (and of course willingly give up the information)? Nostalgia of the NES years only hurts to think about.
No one wants Vanilla WoW style questing, hell no one wants Cataclysm WoW style questing. There is a reason WoW has the level 90 boost. Even they know it's garbage.
If you aren't willing to offer well written complex story arcs that are on par with SWTOR/FFXIV's main story quests then do yourself and everyone else a favor and go with gw2 style events.
Players definitely don't want quests,they are ONLY playing these games two ways,for xp to get to the end game best loot and for no other reason. If you removed the xp from quests,players wouldn't do them.
Thank for a lots of interest answers. The question hit me when i saw players start to grind instead of questing when the exp from monster get raise . Most of players skip the quests and just rush to easier way to get the exp. Though there are a lot players enjoy quests , but major of them just grind if the exp from monster higher than what they normal get from quests. Then i though that " wasn't we just want easy XP ? "
Then it lead to "was we do quests to enjoy the quests or just because we wanted easy XP ?" As you see there are many problem as we design quest in order to give easy XP to player , the quest mustn't hard (to be solo-able) and must have a lots quests to feed player until the search end game grind . It lead to the problem because the quests become easier , the time player spend leveling using quests is meaningless (IMO).
In same time because the need to make the quest solo able (for XP) , there are many limited put on how much hard one quest can be.
Thank for a lots of interest answers. The question hit me when i saw players start to grind instead of questing when the exp from monster get raise . Most of players skip the quests and just rush to easier way to get the exp. Though there are a lot players enjoy quests , but major of them just grind if the exp from monster higher than what they normal get from quests. Then i though that " wasn't we just want easy XP ? "
Then it lead to "was we do quests to enjoy the quests or just because we wanted easy XP ?" As you see there are many problem as we design quest in order to give easy XP to player , the quest mustn't hard (to be solo-able) and must have a lots quests to feed player until the search end game grind . It lead to the problem because the quests become easier , the time player spend leveling using quests is meaningless (IMO).
In same time because the need to make the quest solo able (for XP) , there are many limited put on how much hard one quest can be.
People tend to do whatever i the easiest and fastest way to get to the levelcap, may it be dungeons, quests or mob grinding. They rarely do something just because it is more fun but if they don't enjoy the fastest way they will quit instead of trying a different way to play.
Certain people do prefer constantly being told what to do but if they find a faster way to level they will do it anyways.
I would like both questing and exp grinding. Questing should be in the form of EQ2 heritage quests with SWTOR's level of story to set the scene. Quests like the investigation quests in the TSW should also be scattered about the game world. Crappy quests should be optional and kept on a job board in the centre of town which you can naturally complete whilst exploring etc. Instead of exp or loot these jobs improve your reputation in the area which can lead the NPC's to tell you rumors of far off dungeons with (insert) treasure. You should also be able to find these dungeons by exploring far of the beaten track.
Questing should not be the main focus of the game. Exploring and interacting with fellow gamers (grouping) should be the main priority. I would have difficulty playing another game with the follow the yellow brick road mentality.
Just to add: I don't want to be the hero of the hour. I want to be a regular Joe that builds his reputation by playing the game through progression.
Quests are meant to guide the player through the story of the game, but turd companies use it as a means of grinding levels instead of telling a good story. If the combat is active, fast, target-less and fun (B&S, Black Desert, Vindictus, Bayonetta, DMC, god of war, no... not tera) then grinding mobs for exp can be pretty fun with a group of people, luring and slaying 20+ enemies at a time.
On the other hand, If you have to target specific mobs (tab target mmos) then the combat is more suited for slow, one at a time fights. Thats not very exciting so quest grinding becomes the reliable way of leveling here.
I will be happy when mmos do both, a fun, active combat (like the games i mentioned above, or for me personally GW2 combat works fine but with more AoE) as one way of effectively leveling with other people. And secondly, a great storytelling (not the garbage quest grinding) as another way of leveling.
I prefer to level through the storyline but when the majority of quests are trashy kill 10 rats nonsense i rather not deal with that.
EDIT: if you add levels to your game you better make the leveling fun.
Comments
1) some want a fighting game with some story
2) some want a story game with some fighting
and of that second group
2a) some want to play through a created story
2b) some want to create their own
so i'd guess
1: mostly exp in the context of one big quest (i.e. faction war)
2a: want quests
2b: either want exp alone or both exp and quests (with the quests optional so they can pick the ones that suit their personal story)
(there are probably other categories i'm missing)
edit: EXP could mean "explore" too i guess, but then my reply would be the same, players like both (not every single player likes both but generally speaking, "players" seem to like both).
It depends on the quality of the questing.
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About quests, when i see blob of text without voice acting i tend to skip it 90% of time.
If you removed the xp from quests,players wouldn't do them.
There really does NOT need to be any experience meter in a game,all we need is skills,you become better with your skills over time and learn new ones from various methods.
The whole xp idea i believe was created as a carrot on a stick and a cheap lazy way of doing it.If you give players good creative ways to improve skills and learn new ones,that is more than enough to create desire in moving forward.
The biggest problem with the whole linear questing idea "even if you like the idea" is that has become the ONLY reason to play the games.When a developer puts all it's eggs in one simple idea,it really shows just how cheap that game design is.
Everywhere i look at game designs,i see cheap lazy approach,there is no question these games have no passion in the design just rush them to market to make a buck.Sure i see the odd sprinkling of housing and crafting and collecting but nothing much more than that and seldom do we get the whole package in the same game as well as solid graphics.
IMO a good triple A quality video game needs to be selling upwards of a 100 bucks to be any good and the market will not allow it.You look around at things we buy in life and how many people it takes to make them,usually not many,well it takes 50/100/200 maybe 500 people to make some of these games,at 60 bucks they would be a bargain.That is why we are NOT receiving Triple A games,we are playing second rate B games because that is all the developers can afford to make.Even if a game took 200 million to make,we are talking MANY people and a ton of overhead,then it sells for 60 bucks,again not enough we will not get the kind of games i want to see unless they start selling for 100 bucks or more.
Never forget 3 mile Island and never trust a government official or company spokesman.
Fewer but better and larger quests, some dynamic events and some dungeons, that is what I want. Grinding quests or grinding mobs for XP both suck, fighting and quests can be far more fun than doing easy and fast stuff I forget the moment it is over.
We all do remember some fun quests, almost all games have some but there is just so much uninspired filler crap in between. A good dungeon beats 25 crap quests every day.
My reasons are primarily:
I would rather MMOs do away with questing as the primary form of advancement to endgame. I don't mind having quests in MMOs, but use them for their primary purpose: telling stories. I'd rather have advancement based on grinding mobs / exploring / crafting / generally playing the game and then just have quests to tell stories. That way it becomes the player's choice whether to engage with the story or not, rather than being forced to.
An early example of this is SWG Pre-CU. You advanced by just playing your character however you wanted, but the game still had quests and storylines. Doing the rebel or imperial quest chains wouldn't earn you much XP at all, but it was still good fun to do the quests, they took you to some interesting places and rewarded you in a different way (joining the faction).
I want the developer to mix some interesting NPCs into the journey, and I don't mind a bit of storyline if it adds flavor to the world my character experiences.
Unless the quests contribute to this process, I'm not interested.
In fact the way I would prefer is to have various different vendors in town. You don't actually get a quest to kill rats, but a certain vendor might pay you for something you harvested from the rat. This obviously wouldn't have a set amount, you could go kill anything and possible harvest or loot something from it depending on what it was and sell it to the vendor.
In hindsight it seems like you have more options with quests, but IMO you have less. Most of the quests are the same game mechanics (which means not much more variety then going out and finding things to kill), but heavily restricts where you can go and what you can choose to kill. Generally you will be killing the same thing the same amount of times as everyone else. Likely you won't run into any trouble because the quest is guiding you along a safe path (though generally these games are all in safe controlled environments now). Without quests many more options open up on where you can go, weather you end up running into something nasty, etc. This is especially true if you have good aggro mechanics for mobs helping each other, have a large variety of different mobs in areas, and have mobs that won't give up easily when following you.
Quests could be reserved for something epic like slaying evil trolls that have taken residence at a local cave. It should be optional though IMO. Not everyone wants to be adventures who slay monsters. They might want to be hunters/harvesters/builders/farmers/etc.
I believe the key is it's just more interesting to not have a set path in front of you, but to be able to choose to do just about anything. You could walk around talking to all the NPCs and see what they have to say. You could go kill however many rats you want. You could choose to just wander somewhere else and look for something else to kill.
This is generally not only providing unique experiences, but ones that provoke thought. What am I going to do? Where am I going to go? How do I get there? Whats over the next hill? Is this path safe to travel? Does this NPC have something interesting to say? Should I group up for better safety? What level is this mob? Will those mobs all attack me if I attack it? Have I been here before? Am I going the right way NW through draken woods to the large statue where I may see a small cave opening? Should I go gather some herbs? Is it safe to gather herbs in this area? Should I craft something? Do I need to gather items or perhaps someone else will sell some to me? Perhaps it's better to join that person who is also inside the dangerous cave.
The thought process for going through most quests these days is click on ! follow to X kill Y return to ?. You repeat this fairly mindlessly during the leveling process unless you choose to do some instanced dungeons or PvP. Not everyone likes to do instanced dungeons and PvP though. They are also fairly repetitive with no consequences in place and no possible random events that might happen.
Something I've kind of enjoyed about Elder Scrolls Online is the ability to turn these functions off. EverQuest did it right, but that was a long time ago, and I've burnt out on tab-target games.
I think it comes down to how spoiled we all are now even... Remember when you had to go out and buy a strategy guide or hope that one of your friends had figured it out (and of course willingly give up the information)? Nostalgia of the NES years only hurts to think about.
No one wants Vanilla WoW style questing, hell no one wants Cataclysm WoW style questing. There is a reason WoW has the level 90 boost. Even they know it's garbage.
If you aren't willing to offer well written complex story arcs that are on par with SWTOR/FFXIV's main story quests then do yourself and everyone else a favor and go with gw2 style events.
The question hit me when i saw players start to grind instead of questing when the exp from monster get raise . Most of players skip the quests and just rush to easier way to get the exp.
Though there are a lot players enjoy quests , but major of them just grind if the exp from monster higher than what they normal get from quests. Then i though that " wasn't we just want easy XP ? "
Then it lead to "was we do quests to enjoy the quests or just because we wanted easy XP ?"
As you see there are many problem as we design quest in order to give easy XP to player , the quest mustn't hard (to be solo-able) and must have a lots quests to feed player until the search end game grind .
It lead to the problem because the quests become easier , the time player spend leveling using quests is meaningless (IMO).
In same time because the need to make the quest solo able (for XP) , there are many limited put on how much hard one quest can be.
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5. Post why they're quitting the game.
Certain people do prefer constantly being told what to do but if they find a faster way to level they will do it anyways.
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Questing should not be the main focus of the game. Exploring and interacting with fellow gamers (grouping) should be the main priority. I would have difficulty playing another game with the follow the yellow brick road mentality.
Just to add: I don't want to be the hero of the hour. I want to be a regular Joe that builds his reputation by playing the game through progression.
On the other hand, If you have to target specific mobs (tab target mmos) then the combat is more suited for slow, one at a time fights. Thats not very exciting so quest grinding becomes the reliable way of leveling here.
I will be happy when mmos do both, a fun, active combat (like the games i mentioned above, or for me personally GW2 combat works fine but with more AoE) as one way of effectively leveling with other people. And secondly, a great storytelling (not the garbage quest grinding) as another way of leveling.
I prefer to level through the storyline but when the majority of quests are trashy kill 10 rats nonsense i rather not deal with that.
EDIT: if you add levels to your game you better make the leveling fun.
Quests but they do not suit all MMO's that well. But as a questing fan I have to vote for them. When Op says XP what does he mean?