It looks like you're new here. If you want to get involved, click one of these buttons!
Games like EverQuest and World of Warcraft have given us so much, providing the conceptual framework for the majority of MMOs that have been released over the past decade plus. Most contemporary MMORPGs, although distinct in their own right, emulate one or more tropes from their predecessors, which in turn were inspired by other video games and pen-and-paper RPGs.
Comments
And we can lock off areas without traditional levels by forcing people to complete X, Y and Z first.
In honesty I prefer this system. But the idea that quests are dead? That suggests there is no reason or arc to my character and endeavours, and for me that would be a backward step.
Very difficult to have both questing and sandbox, but it is my preferred type of MMO too. A themepark set in a sandbox is the idea, you would quest in a central area and then go out into the sanbox "marches/wastes" etc.
The interaction between the two types of play are the biggest problem, what rewards you get and how do those rewards impinge on each other.
Something like that really could begin a new genre as WoW did, but it is a tall order.
Btw, maybe not the most accurate question, it's not about questing, before that it's about story and narrative. And if you want to have that (and not just an empty world without any directions), then yes, the easiest and laziest solution is quest hubs and quest tracker shopping lists, etc. It's age old, but still working - many don't like it, but for a lot of players it's still the best and most comprehensible solution. (for example when TSW launched, it was a frequent lament, "why only 1 main quest, I want to get everything from the hub" lol, those are not quest hubs )
Of course there are other ways as well, we too played with a few mechanics back in the MUD era. During the LotRO course (the one I used to mention a lot :awesome: ) it is also a topic of discussion, how to build a narrative without the same old, usual questing mechanics.
It's not about removing quests, but changing their presentation so that the players can feel more like they are leading the narrative rather than following it. Removing a majority of quest markers and hubs and instead using techniques like phasing to provide a drip of activities and events for the player that fulfills in building a personal narrative to their adventure through the game world.
Not like how ESO did it, but rather that you have central quests and events that players can take, and all the miniquests and events you normally fill hubs with are culled and instead provided as randomly seeded events that pop up near the player as they work their way around to complete their primary quests. You can pull from all the local physical assets or spawn in unique event assets associated with these generated moments to make it so the player not only has a consistent level of activity during their gameplay, but you can use this to deliver snippets of events and progress that impacts the primary quest like milestones.
The players are ultimately still running through a massive pile of quests, but the difference is that they aren't doing so in the context of following a bunch of icons on their map, but instead as a consequence of pioneering their own way towards a much greater goal.
"The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay
"The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin
Quests:
These are used to tell a story and to guide the player around the game.
Combat:
This is used to provide the moment-to-moment fun and is what rewards XP and thus progression.
With this model, quests become detached from progression. If you don;t enjoy questing they you can just completely ignore it and just go out, explore, kill, craft and you'll still progress and level up. However, if you like story or aren't sure where to go, you can do some quests which will guide you to interesting places or introduce you to interesting NPCs and stories which help connect you to the world.
So, my solution to the quest hub problem would be to remove all XP from completing quests and increase the XP gained from killing stuff. This way, those who enjoy the quests and storyline can still follow it and in the normal course of gameplay they'll still get their XP and level up. For the rest of us who are tired of generic quests and boring storylines, we can just head out into the world, explore, kill and have fun our own way.
This would, however, necessitate having larger, more open worlds where you can easily head out and explore properly. A game like SW:TOR wouldn't work with this model due to the very small, linear zones that they have, but bigger worlds with more interesting places to visit would work great. Finally, if a dev wants to gate content behind a quest, just make sure that there is some way to notify the user that a quest needs to be completed to gain access.
Quests need to be rarer and harder to come by probaly more hidden so no ! guiding u to them and often lead u on a long quests line (like Everquest Epic Quests) that leads our a grand and difficult adventure that rewards you something that worth the time and effort spent
Errands are pretty much everything that is considered a quest now (Collect X amount of belts from these mobs and what not) but should be used more for Reputatation with NPC or factions along with some XP I feel games should bring back the faction system found in Everquest 1 aswell
I am not certain of that, new MMOs generally do pretty badly and even Wow is bleeding players now. It might not be questing that is the reason for that, but I wouldn't be surprised if it is part of the problem.
Now, I don't think it is questing in itself that is the real problem with them but the implementation of them. Questhubs, moronic quests about walking 20 feet to another npcs just to tell her something the questgiver just as well could have done without paying you a reward... Stuff like that.
Even Meridian 59 had quests back in '96 and those quests were as dumb as the current ones (I killed 10 rats in the moat as my first one) but there were less quests and not really any typical questhubs were a bunch of needy npcs stand around giving all players the same tired quests.
Now, if quests should continue to be part of MMOs they need to start to skip the menial tasks and focus on the more epic stuff. Saving the princess from a dragon is fine, collecting cabbages for a farmer isn't. Because I think even the most questloving player tires of crap quests, and I rather see 200 good, challenging and well written quests than a thousand of the boring kind that just cloggs my questlog like a public toilet.
You do need to give players something to do, though, other than just grind experience points. Could survival substitute for quests? In a PvE sword-and-sorcery game? So instead of your daily kill fifty orcs quest, your first order of business would be to earn or steal enough gold pieces to cover your daily expenses.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Any mmo worth its salt should be like a good prostitute when it comes to its game world- One hell of a faker, and a damn good shaker!
MurderHerd
From reading these replies, the first thing I want to point out (because I get the feeling that gamers still don't get this, on the whole) is that if you want a Sandbox World that lives and breaths you have to do away with the typical ideal of levels with vast growth between them. That doesn't mean you can't have classes, it doesn't mean you can't "level", but what it does mean is that you have to have an open world where players can go anywhere and play with anyone else. Within reason. You still need advancement. And you still need areas that are just too dangerous for the less than well developed characters (unless they have aid from those who are high leveled/skilled. But those areas should be within the normal world, as in -lowest dungeon levels- or -Badlands/Ruins-.
- Once you get that world built, you can populate it with "quests" as Deivos talks about here.
- You run into them.
- You find them in your explorations.
- You can get them from clues inside the lore, or written in books/scrolls found in the game.
- You can get them from inscriptions on dungeon walls.
- You can get them from clues, hints, and even outright notes from ancient treasures and artifacts.
- You can even combine these, as in writing on an ancient artifact that solves the mystery in an ancient story that's well circulated or in the great library, and sends you on a quest.
Another thing I think would be exciting is to have the basic quests like features that give the normal rewards (for any and all), but then sometimes have a final stage that's solvable once only. Making these much more difficult, since the reward is "one off".I think having (some, not all) "quests" that are world-wide, one-off, but difficult to solve can be very exciting. Players could but wouldn't have to share clues or discoveries towards this one-off goal, can share publicly or only with a few friends, even trade for said info, any way they want to play it. With an exciting reward, a rare item of magic or wealth.
But generally, just put "quests" into the world in a more natural, "realistic" way. Play for them, don't just have them handed out to you. And let us gamers think a little, instead of this numbing dispenser thing in current games.
Once upon a time....
I said above "one-off" items. But that doesn't mean the reward has to be a single item. There can be treasure hoards that can be divided up between a group of players.
The real world offers a lot of ideas here too. I'll use some of them in the following examples:
- A single magical item that has unique properties. Those can include spells that normally are used by a particular class or skill, speed, flight, special damage properties, whatever. The deeper the Sandbox game play, the deeper this can be, as you can use things like hunger or charisma too.
- Treasure hoards, of course.
- Artistic things, unique. Statues, paintings, tradable things that should be worth a lot to collectors.
- Imagine a lost room like the Amber Room. Where the wall panels can be removed and put inside player houses, castles, or guild houses. Either in individual panels or as a whole set (reproducing the entire room).
- Sets of magical (or not) jewelry. Special for their rareness (like extra large gems) or cumulative magic as a set.
- Imagine the Lost City Of Gold, a special quest that's really hard to complete, not just for danger but also for the difficulty in solving.
There's really no limit to the excitement and game play that can be put into a good Sandbox game.Once upon a time....