The team step out of the proverbial box that has been MMORPG game-play?
I think it's a given most don't really want to see them go down a quest oriented progression route, what are some ideas that you would like to see in terms of what makes for interesting content as well as challenges?
I personally would like to see investigation as well as discovery (both exploration based as well as information based). Take some kind of shape in an MMORPG, I never really played TSW but I've heard they bring some of this into their game in a meaningful way.
I'd also like to see some improvements to player vs environment interaction, an example being the way in which divinity OS brought innovation into the CRPG. Where elements can be used realistically with the environment to intensify or even mutate their effects. When combined with co-op play this can bring a whole new experience in terms of working together to bring strategy to the forefront of combat.
Any other ideas?
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Comments
But what would a true quest look like in an MMORPG? I like how SPRPGs do them....I'm not talking about SP functionality, but the way they built the quests. Such as a singular objective that is rather massive. But broken down into smaller bits.
The problem is, how to not make it little more than a series of errands that feel just like what we've known.
Look at Skyrim. You start off as a prisoner, the next thing you know, you survived an ordeal and need to deliver a message. OK, yeah, here we go again with the errands, but that message leads to a dungeon that leads to a boss fight that leads to a major discovery about who this character we are playing really is along Which leads to a revelation of a major destiny........That's a quest.
What about taking that concept and building it so that an entire guild could work towards it? Incorporating both singular and group activities that would all be necessary?
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
I want benefits for playing and grouping with long time friends... like a team exp meter ... and team leveling... and team combos...
Basically anything to promote grouping and socializing...
I think quests would be better served as being long arcs you follow that compliments the experience rather than is the experience, I hope that makes sense. They should also be designed in a manner that acknowledges the other players taking part in the overall living arc happening around that story. Perhaps a system that allows small chunks of the narrative to be opened by the population at large in different ways, which that arc could be delivered in the same manner the load screens in the witcher 3 are, while loading in you get a recap of the story up to that point.. So everyone (who at least wants to know, can be caught up).
It would serve the purpose story does now, by giving greater meaning toward the overall experience and what's happening in that world, yet it's more or less a sideshow to the way in which players approach the world.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I have no problems with quest such as :
- Starting quest to help a new player learn the game.
- Quest that would bring you into a dangerous areas or caves, but this has to be hard, it could even be lengthy just not chain.
Quest like below takes away from the freedom for the players :
- No story quest.
- No chain quest, they put players in situations where no one can help if their not on the same part.
- No " The Secret World " style quest.
Better yet let the developers decide.
-LFG tools should be among the best, no dungeon finder
-Finding an item should be a big deal, not something you upgrade every day.
-Should be immersive(aka we're in their world now, race wars, no teleports everywhere, no F2P)
-Exploring should matter
-Slow advancement is ok but shouldn't replace content
-Old school not used as an excuse to be subpar, EQ AI and class balance was atrocious for instance.