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Garrett Fuler returns today with his Outside the Box column. Outside the box is designed to look at innovative and interesting choices being made by developers thorughout the industry. Today, Garrett talks about the Public Quest System in Warhammer that will allow players to cooperate without having to group.
Comments
Not so much for them, but it was adopted by many subsequent MMOs. My two concerns with it were that it replaced solid quest text and could end up like a daily.
Never mind. Warhammer came before Rift, not the other way around... doh!
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
But I got their release dates backwards lol. WAR was 3 years before Rift.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Under the old lvl 80 system you had public quest dragons that would show up in some zones and you could farm them for one of the game currencies. Down side was higher levels could kill it before others even got in range to attack it, meaning that for many they just wasted their time waiting for the countdown timer to tick over for it to appear since they didn't get any credit.
The did away with those dragons, but now in the zones you'll have bosses appear from time to time that are public 'world bosses' if you will and everyone can attack them. Since you encounter them while questing everyone attacking is generally at the same 'level' range so it's more of a cooperative affair than the old dragon fights.
The system can either be good or bad depending on if it's just part of the normal questing or if you get some special game currency from it. If it's special game currency than you'd probably see the camping and higher levels finishing off the monsters / quest with very little help from others.
I'll add that DDO's wilderness area's have always been public questing area's (you can choose public or private when you enter) and very few outside of groups ever use the public system. I guess players just don't want to compete with others.
2 of the festivals in DDO also use/used the public questing area concept. Crystal Cove which allows all levels in the area at the same time with monsters spawning based on who's in that area. Which means if you're a low level and there's a higher level in that area with you, you need to watch out for his monster spawning.
The Night Revels used to use that system, but enough complained about kill stealing and macro wizards nuking an area on a set schedule killing everything that they pulled it and switched it to a normal quest of each player.
SWG (pre-cu) - AoC (pre-f2p) - PotBS (pre-boarder) - DDO - LotRO (pre-f2p) - STO (pre-f2p) - GnH (beta tester) - SWTOR - Neverwinter
Unfortunately, like so many other innovative gameplay designs from that era, it didn't have enough Warcraft aesthetic, gear treadmill, or raid or die to it. We really did ourselves a disservice as an MMORPG gamer group by concentrating so hard on WoW. Looking back now, Blizzard really did not deserve the sheer amount of importance and popularity placed on it over the years. Bandwagon Effect, FOMO, and Social Proof marketing were actually Blizzard's best friends during this time.