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I'm on a quest, I am trying to define what "content" in an MMO means or should mean.
What am I babbling about?
Let me explain. In the past...two months or so I have been on a whirlwind retouring of many of the games I stopped for one reason or another. I still have my L2 account going. I reactivated my station account (and closed it) in May for an EQII and SWG retry, I just loaded the Ryzom trial, I reactivated my FFXI account, as always I still have GW loaded on my PC, I also still have an active WoW account, also then at launch I was unfortunate enough to actually give money for both RFO and D&DO. I think I'm fast forwarding to critical mass lol
What I see as consistant in all of these games is this.... They are all content poor and all overly dependent on grind / kill task to keep you engaged. Let me illistrate:
WoW - Hi, welcome to world of warcraft, now go kill 10 wolves (I reached cap 3x in the past)
Ryzom - Hi, welcome to the living planet, now go kill 10 suckling dog things. (just noobie island but that was enough)
L2 - Hi, welcome to Aden, now go kill 50 wolves (reached level 45 plus an army of alts)
EQII - Hi, welcome to generic bland fantasy adventure world, now go kill 5 (of just about everything in the game eventually) (level 20 couldn't stand it anylonger, EQII was the first game to actually make me doze off)
SWG - Welcome to SWG, go and kill 10 wamprats............(ex-Master Smuggler/master Bounty Hunter)
RFO - Hi welcome to RFO (generic grind game) now go kill 10 of whatever....(bah, 5 levels was enough for this crap)
Even D&DO has the kill task convention even though you gain no experience for individual kills. I was tasked within a quest to make sure I killed 10 kobolts. WHY???? What if I was a rogue and wanted to NOT kill them and SNEAK past???? It makes no difference in the case of D&DO as you do not recieve XP for individual kills, so why force me to do it for the sake of keeping me busy?
In some cases the content marginally improves over the span of the game. However none of them really manage to create any sort of "epic" adventure/storyline in which your character is involved in. Most just shift from one type of grind to another.
Why should the idea of "level" effect the quality of content anyway? What I mean is why can't there be quality content throughout a game? Since I'm paying a fee for the game, shouldn't I get quality throughout?
FFXI is about the only game that doesn't fall completely into this trap HOWEVER it is 100% group centric (I like a balance of solo-group) and is very very grind intensive.
At what point did these devs get so lazy and uncreative and we the gamers just keep accepting it???
Of course many of these games are excellent in one way or another but I was really disappointed when I logged into Ryzom the living world with an excellent community and was sent straight to the kill task.
Grind is fine but at least make the missions/quest/ task interesting.
I know this is an old observation but I guess my question is this. Why are companies still making this sort of thing? When the MMO industry was new and exploring ideas, I could understand....but now, its just complacency at its worse.
So what is content or what should it be????
Are we all OK with this kill task type content????
What upcoming games will NOT feature this basic moronic style of content? Or are we doomed to be killing 10 of whatever forever? Its ashame that only non-MMO's provide good game content.
Should I just have another cup of coffee?
Comments
The biggest problem is "feeding the beast". Many players rush through everything demanding more and more content.
I believe in the future the type of game you are looking for won't have levels as it will just be the grind game that you have just been talking about.
In any case you should continue to experiment and think out more solutions. I'm always interested in what enlightened people have to say.
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Hiya Torak, I'm a 10 months Ryzom player.
The new noob area has recieved a fair amount of critique from the playerbase, not because its bad but because of how it represents the actual game. I've tried the noob area a bit and it does good teaching the game via quests, but the mainland is not about questing. You never get XPs or items from completing quests. On the mainland there is two types of quests, 1. the encyclopedia which give you insight in the lore and 2. very generic missions (yes, kill x raguses) that changes your reputation with factions and tribes.
But the actual content in the game is something completely different. The game IS about the living planet, how you find the materials you need, how you can dig them without dying, how you combine them for your crafting, how you and your guild can take control over outposts (drills). Learning how to hunt boss mobs, travelling without dying, learning the mob's behaviorial patterns. Leraning how to make your own efficient spells via stanzas. Plus following the Saga via events and episodes.
Sorry about the above, but in Ryzom you can have plenty to do without ever doing a quests.
Hey frkhot97,
Please do not misinterpret this as an attack on individual games. I am really talking about the similar basic content. Most of these games have alot to offer in terms of community and rich worlds (with the exception of D&DO and RFO, sorry, couldn't resist a cheap shot)
Ryzom looks to be a very beautiful full rich world with an awsome community. All I am saying is that I don't like how the devs put all that work into such a wonderful looking world just to off handedly throw in a bunch of basic kill task just like everyone else.
Just leave them out. Like the other poster said. People have an issue with grinding in EQ1 because there is no kill task but do the exact same thing in WoW but get to run back to an NPC a brag about it, get a pat on the head and a shiny new prize.
One of my basic conclussions is this,
Since most game content is essentally the same,(basic kill task with some having more then others) I'll stick with the game that pleases me the most astatically. In my case, that would be L2. Mechanically speaking there is no difference between it and any other game. I also feel that almost all MMO communities are essentually the same. Different general attitudes may exsist but basically people are the same where ever you go. There are jerks and there are nice people. I was playing WoW last night with my wife and was really really amazed at the moronic chat going on the LFG chanel. I ended up turning it off. Does that mean I sterotype the entire population of WoW? Of course not. (however, personally I do think if I had to pick the most god awful community it would be a tie between WoW and GW)
Basically this non - dynamic content is all irrelevant as it doesn't matter anyway so forget about it. It's all garbage.
I can see where players could get swollowed up with the atmosphere of Ryzom. In fact I'm still on the fence about it. I have time now It is an unlimited free trial. The Ryzom Ring sounds like it could be just what I'm looking for. I always thought Ryzom was at the very least unique. It just seems that the devs have stumbled around with it and like I said, I was a bit disappointed to see they just loaded in a bunch of basic kill task into such a rich and unique setting. There are so many things you could do that would promote the strong RP and community.
quest need to be done by thousands of players
People expect a LOT of quests.
now World of Warcraft currently has over 3k quests.
If all these quests were something special, a great storyline and things to do other then kill tasks/find tasks, then the game would still be under development. and thats why the quests are more or less the same.
Its not like there are no special quests in WoW (The missing diplomat, anyone?) they are just a little harder to find.
I think it really is mostly what an above poster stated that it is what is easily added as "content". I find it funny that you mention FFXI as a game with meaningful quests and I would agree, but it isn't the obvious choice to many. I have never really had issues finding groups for quests and missions in FFXI, well 'cept for O hat runs. But people complain about the grinding, well okay, but kill quests are worse IMO.
Why? well I can get into a PT in FFXI kill for a a few hours often and the whole time people will be chatting so the time passes quickly. Games like WoW (simplist example but applies to most games) the grinding feels worse to me. In WoW you still need a group to do anything and the faction grinding is the worse compared to any game I have played...but that isn't why I hate kill quests. I hate them because they reduce grouping, which is basically anitsocial in a MMO. Oh the many times I have aske, or seen people asking, for a group to do a kill quest but no one else at that time is on it which is a reason to not group rather than group. I ran into the same issue in EQ2 and many other games it is not WoW specifc.
The trial on SoR is a little outta place IMO. A game like SoR is hard for a beginner to get into and can be very frustrating without NPCs hand holding you initially. However that doesn't apply to the main land, so it really isn't a trial of a game, but a tutorial.
Lets keep a few things in mind
quest need to be done by thousands of players
People expect a LOT of quests.
now World of Warcraft currently has over 3k quests.
If all these quests were something special, a great storyline and things to do other then kill tasks/find tasks, then the game would still be under development. and thats why the quests are more or less the same.
Its not like there are no special quests in WoW (The missing diplomat, anyone?) they are just a little harder to find.
While I agree that technically you can only do so much, FFXI has shown (over 4 years ago) that content doesn't need to be kill task based. I'm not saying more complexe involved content doesn't exsist. What I am saying is it is the exception and not the rule. The vast majority of content in any game is basic kill task.
Like I said, why do I need to wait until later in the game for quality content? As I pay for the service, shouldn't it be quality throughout?
You only need alot of quest if they are basic kill task quest. Quantity does not mean quality. Why does a "quest" need to be finished in 15 minutes?
Quest should be special...thats why they are "quest". Ever read any epic literature? Not to may epic stories about hero's knocking off 10 wolves or rats for a pair of ripped up boots is there? I'm sure the hero may have had to do it but its a mundane chore or task is not a "quest".
Definitition of "Quest"
Main Entry: 1quest
Pronunciation:
'kwest
Function: noun
Etymology: Middle English, search, pursuit, investigation, inquest, from Middle French queste search, pursuit, from (assumed) Vulgar Latin quaesta, from Latin, feminine of quaestus, past participle of quaerere
1 a : a jury of inquest b : INVESTIGATION
2 : an act or instance of seeking: a : PURSUIT, SEARCH b : a chivalrous enterprise in medieval romance usually involving an adventurous journey
3 obsolete : a person or group of persons who search or make inquiry
Looking the definition of the word "task"
Main Entry: 1task
Pronunciation:
'task
Function: noun
Etymology: Middle English taske, from Old North French tasque, from Medieval Latin tasca tax or service imposed by a feudal superior, from taxare to tax
1 a : a usually assigned piece of work often to be finished within a certain time b : something hard or unpleasant that has to be done c : DUTY, FUNCTION
2 : subjection to adverse criticism : REPRIMAND -- used in the expressions to take, call, or bring to task
synonyms TASK, DUTY, JOB, CHORE, STINT, ASSIGNMENT mean a piece of work to be done. TASK implies work imposed by a person in authority or an employer or by circumstance <charged with a variety of tasks>. DUTY implies an obligation to perform or responsibility for performance <the duties of a lifeguard>. JOB applies to a piece of work voluntarily performed; it may sometimes suggest difficulty or importance <the job of turning the company around>. CHORE implies a minor routine activity necessary for maintaining a household or farm <every child was assigned chores>. STINT implies a carefully allotted or measured quantity of assigned work or service <a two-month stint as a reporter>. ASSIGNMENT implies a definite limited task assigned by one in authority <a reporter's assignment>.
As you can see there is a world of difference between the definitions.
Mission
Main Entry: 1mis·sion
Pronunciation:
'mi-sh&n
Function: noun
Etymology: New Latin, Medieval Latin, & Latin; New Latin mission-, missio religious mission, from Medieval Latin, task assigned, from Latin, act of sending, from mittere to send
1 obsolete : the act or an instance of sending
2 a : a ministry commissioned by a religious organization to propagate its faith or carry on humanitarian work b : assignment to or work in a field of missionary enterprise c (1) : a mission establishment (2) : a local church or parish dependent on a larger religious organization for direction or financial support d plural : organized missionary work e : a course of sermons and services given to convert the unchurched or quicken Christian faith
3 : a body of persons sent to perform a service or carry on an activity: as a : a group sent to a foreign country to conduct diplomatic or political negotiations b : a permanent embassy or legation c : a team of specialists or cultural leaders sent to a foreign country
4 a : a specific task with which a person or a group is charged b (1) : a definite military, naval, or aerospace task <a bombing mission> <a space mission> (2) : a flight operation of an aircraft or spacecraft in the performance of a mission <a mission to Mars>
Hihi sorry if I entered "fanboy mode" there a bit (might be doing it below too)
Ryzom is very much a sandbox focused around harvesting and the missions in the mainland is probably the most uninspired ever, save for the Encyclopedia. But the game isn't centered around the quests at all.
When I came from WoW I was very confused. WoW had all these quests to do, even though I hate standing in line to kill a respawning boss to bring his head the questgiver like 5 million people before me, I usually had something to do. Ryzom on the other hand put all decisions over to you, and it was a really slow start for me.
The best questing I have had has been in NWN where there is enough DMs to provide a personal storyline to each character. In Massive games things tend to get very generalised.
What about those co-operation games, ATITD and Seed (if it get finished soon)? Building large structures together and deciding the direction of the game is surely different from kill X rats.
I agree with you for the most part. I go a bit further though - I hate all quests, no matter how fancy they try to be. Nothing will change the fact that quests are static, pointless content which does nothing to affect the game permanently. I just have to add something...
"However none of them really manage to create any sort of "epic" adventure/storyline in which your character is involved in."
That is the entire point of SoR. All grinding, missions, etc. is just a background to the saga, which progresses via live events. This method allows players to truly affect the world/story. Levels from "grinding" and tribe/race/faction fame from missions merely enable you to do so more efficiently.
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In memory of Laura "Taera" Genender. Passed away on August 13, 2008.
That's why I like Guild Wars. Once you reach max level, which happens fairly quickly, there are still fairly generic quests (most of which are fed-ex quests rather than kill quests), but they come with a decently written blurb and, since you're max level, they're not necessary at all. Totally optional. Even better is that Guild Wars has missions, which are generally much more in-depth than the quests in any MMORPG. Like there's one where the players have to protect some NPCs while they perform a ceremony, and are rewarded based on how many of these NPCs survive (one NPC death does not lead to failure). There's also competitive missions where some of the players have to attack a base while the other players defend it. And so on.
There's the grind to unlock everything, but a player can be competitive without doing such and the grind doesn't feel like one.
Also, there's Eve Online. There are missions which are simple quests like in most MMOs, but they're only necessary for NPC reputation grinding. It's more of a sandbox type game.
but yeah, i loved ffxi's questing system. sure a lot of them took a while (and a buttload of travel time) i got a higher level of satisfaction upon completing them. killing 10 of something doesn't make me happy. going through a cave and finding secret doors, talking to various storyline-filled npcs, etc simply adds more oomph to the quests.
but the travel time... ugh.
(Ok, imagine this.)
You created your generic character race/looks, but no class/skills selection.
You entered the game.
Welcomer: Hello you, welcome to X. For your first task, go kill me ONE deer. Go in general direction y where they forage.
So ok, you check your inventory and see that you have a dagger and a bow. Off you go out into the wilderness, ready to kill the deer and bring it back for you 1st level ding.
Moving through the trees, you spotted your deer. He's grazing. You targeted it, and started moving in range to be able to fire your bow.
As you come closer the deer became alert, then started running away.
You scream #$@! and give chase. But alas, it is a fast prancing thing, and is soon out of your sight. You feel frustrated ... but then you notice ... you have gained some xp. Wth? You look at your char screen, there, on the skill "tracking", you have gained a few xp just from finding the deer and tracking it a while.
So you shrug and look for another deer, and you spot one further off immediately. This time, you're more cautious, and move closer to it but at a slow move-stop-move-stop pace.... and you got in range. You fired your bow, it hits, the deer looks wounded, but started running away.
You gave chase, and upon catching it, you engage it in melee combat with your dagger. It would knock you down with its paw and run away, but you can always catch it because you were lucky and have wounded its mobility with your bow. Eventually it dies, and there's a kill animation of you driving your dagger into its flank and helping it laid down to rest.
The entire hunt took you half an hour, for this one deer. There was no xp message when the deer died.
You looked at your character sheet and it looks like you have gained 2 levels for tracking, 1 level for bow, and 2 for melees .... while you were doing the hunt, of all the actions you did during the hunt, not the kill itself.
You skinned/quartered the deer, then with deer parts in hand head back to the Welcomer for your reward.
Welcomer: I see that you have the potentials for blah, and on your way to become X. Here's a nice dagger to replace that chipped hand-me-down one you have. Before moving on to town X, I want you to do one more mission for me. Deeper into the forest, there're huge grizzly bears. I would like you to kill ONE and bring me its pelt.
Knowing that this kill would probably take half an hour or more ... you log for the night, to try again the next day.
(How good does that sound?)
(You could have gotten unlucky and not wounded the deer's legs/feets so that it could have still move quickly from you and get away.)
(even if you haven't killed the deer, you would still have gained xp from the actions that you did).
(as you improve your skills from actions, you will be better at tracking/bow'ing/dagger'ing, etc).
(Pipe dream?)
man i think I just found my alter ego
ive run the gambit myself. every couple of months I cancel an account and activate a new one. I wont go through my history because its pretty much a clone of yours.
what I will say is that Im also a Lineage 2 fan. I played that game during the KOR open, and prelude up to C2. I just reactivated it a few weeks ago and im completely impressed by the improvements.
now, this isnt an L2 fanboi rant. I also play Eve. I played Eve back when it was called Medusa which was one of the first phases of closed beta. I cancelled it shortly after release and went back last year.
to date, Lineage 2 and Eve are my longest game experiences. I thought about the reasons why, and my conclusion in what they both had in common where this. (in order)
1. Risk vs. Reward. -both games share high risk and are very rewarding.
2. No end game. -both games are nearly impossible to max level, and when you come close such as in lineage..they release FREE expansions/content etc. Both games release free content which expands the game greatly. Lineage 2 does have a feeling of a cap more then Eve which has no cap, but lineage still expands its world regularly adding a lot of high end stuff.
3. Achieving top tier means something. In both Eve and Lineage 2, being top of the game doesnt go unrecognized.
4. Open PvP. and in both games, it is done very well.
5. Graphics. both games have incredible graphics
so, thats my top 5 comparisons to both games and why I've played them and enjoyed them as much as I have. Im not saying theyre both excluded from the "Quest, Mission, Task" mechanics, but what those games offer aside from that makes you feel like you're accomplishing something. I think the biggest reason is neither have any end game
"If you want a picture of the future, imagine a robot foot stomping on a human face -- forever."
A while back, the presence of the Marauders became known. They are semi-anarchic bandits from the old lands, who regard the homins of the new lands with contempt. One who was captured and interrogated mentioned something called Matoxia - some kind of material that is present in the new lands and may be powerful in some way. Marauders also took over the outposts, wanting to use the drills to dig for Matoxia. But guilds took back the outposts.
Evolution's Drill:
A player-run RP and PvP event. Strange, radioactive crystals were dug up by the drill in the guild Evolution's outpost. Maga creeper, a material, seemed to have a neutralizing effect on the crystals. Since Maga enhances sap powers, it was guessed that the toxic crystals were also sap-based. Goo is a corrupter of sap, so Evolution decided to try to dump the crystals in a Goo-infected part of the jungle. They were met by resistance from the Zora
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In memory of Laura "Taera" Genender. Passed away on August 13, 2008.
First, Rayx0r I feel more or less the same on L2. Its the closest I've come to an actual "living world" with purpose. Is it perfect? Not by a long shot but it is "alive" feeling.
vqly, what I was thinking was this. The main problem with most, if not all games, is the player tends to get focused on the "level" number and the math of his equipment.
This completely robs from the game. I would say that the math of the character should be behind the scenes. Descriptors should be used instead. Level "range" descriptions. For example from levels 1 -10 you may only see the word "apprentace". Same for gear. Hopefully this would put the focus back on the game and not on the games math like we mainly have now.
The reason I think the devs stick with kill task is this....
Its easy for us to envision what is happening (1+1=2) as they are scrictly math based. (at level X I am sent out to kill X number of creature X and I know that will get me approx X amount of XP for my lelvel) They are fast and give us a cute little reward and we feel good. We can say "hey, I did 42 "quest today and made X amountof levels". Now if you step back and really look at this what have you really done in the context of an adventure game? Nothing lol. You have completed a series of simple math problems.
You have advance no story you have no plot or purpose (aside from kill X amount of mob Y) there is no reason to it at all.
EDIT
katriell, I played alittle last night, I hit 20 in fighting. Its a very interesting looking world so far PM please, if you dont mind. I'm on the english server.
cleffy, I don't think you are getting what we are talking about. First almost all games have tutorals not just Korean games. Second we are not talking about Korean vs NA games , third what we are talking about, quest, task and mission....the basic kill task is in every MMO out there not just Korean ones or RFO. FFXI is not a Korean game its Japanese. Sony NA belongs to Sony which is a Japanese company. Hence most MMO's in some way shape or form are Asian influenced in some way. (AO, Ryzom and EVE are European) Every few MMO's are completely North American made. Horizons and WoW maybe?
In RF Online and many other Korean MMO's you have a tutorial; but granted as soon as you get out you have to kill 10 blah blahs; or they don't tell you anything and you have to figure it out on your own.
I am under the impression that you can completly pvp/rvr to hit max level. You level completly by killing other players. Is this content (assuming I am correct) more to your liking?
I plan on giving this a try as I too am getting tired the kill x wolves, then kill y bears, repeat forumla.
I know someone else said this in this thread, but ryzom isnt really quest based once you get off the mainland, maybe worth exploring further?
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SWG - Killed by $OE
WOW - Retired
Playing WAR
now this I could picture..not because it's well written but because I've been looking for a real PVE interfaace. Picture this:
You are walking through an empty forest with the sunlight beaming down on you from above. All is nice and quiet with the sounds of a running waterfall neerby and birds chriping in the air..
After hours of walking around what seems to be an empty jungle you start feeling tired and hungry, you start searching for a nice place to rest when suddenly you see a berry fall from one of the trees around you, This form of movement amazed you because you have yet to see another living thing in this jungle. You look up above to see a Fruit Bat Chewing on some berry's he has picked earlier in the day.., Your instinct for survival sets in as you bull out your bow and arrow, and carefully aim it at the fruit bat.
You Take your aim and Fire at the Fruitbat.
The Arrow fly's through the Air and amazing speeds, brushing against the leaves as it soars, this sudden noise alerts the Fruitbat and it fly's away as fast as it can, dropping the berrys on the floor as it flies away.
You see the berry's on the floor and pick them up, some of them have not been eaten, so you eat them and continue searching for food.
Doesn't that sound so much better than an open plain with random monsters just walking around aimlesly, serving no purpose..
I'd love to see a game company make something with that sort of Depth into it..
Even if you had the quest of kill x amount of bat's and bring there wings to me, it would be fun and an exciting challenge..
and to see an animal perched on a tree instead of flying around..and when its not moving flying in the one spot would bring so much more feeling into the game..
There are really only a very small number of content types
1) Kill X of Y
This also has variants like Kill X until it randomly drops Y of Z items and Kill and Kill X until Y boss spawns then Kill him/her, kill everything in X location, etc.
2) Go to X
This also has variations like Explore and area, or collect items material, take X item to Y person, get X item from Y person etc
3) Escort/Protect X
Variations include escort and NPC someplace, defend and NPC, defend a location, etc.
4) Interact with other players
Variations include PvP, sell stuff, buy stuff, for groups form guilds, roleplay, chat, stand around and /dance, etc
5) Telling a story
Lore, ongoing storylines, events, etc
6) Various combinations of types 1-5
I suppose there may be more, but I think almost all the content you are ever likely to see in a game can be fit into these categories.
#4 is really the backbone of the MMO format as you can do everything else in a standalone game for a fraction the cost. #5 is important as well, but it’s doable without the expense of developing an MMO and in some ways works better in a standalone format. The others exist to provide a backdrop for player – player interaction and storytelling.
Yes, 1, 2, and 3 can be boring if done in the absence of story or player interaction but in most cases I find that in most cases when people complain about “too much” of these content types the real problem is that that person is approaching the game, and usually the whole genre incorrectly.
They are doing these things strictly to advance their character without regard to the story telling elements in the game or player-player interaction so of course they get bored. Character advancement, no matter whether it is through equipment, skills or levels is there to facilitate your interaction with other players and to make it easier to tell a story it is not content in and of itself. If you treat it like it is then you will start to feel the grind of doing too many Kill X missions or to many FedEx missions.
now this I could picture..not because it's well written but because I've been looking for a real PVE interfaace. Picture this:
You are walking through an empty forest with the sunlight beaming down on you from above. All is nice and quiet with the sounds of a running waterfall neerby and birds chriping in the air..
After hours of walking around what seems to be an empty jungle you start feeling tired and hungry, you start searching for a nice place to rest when suddenly you see a berry fall from one of the trees around you, This form of movement amazed you because you have yet to see another living thing in this jungle. You look up above to see a Fruit Bat Chewing on some berry's he has picked earlier in the day.., Your instinct for survival sets in as you bull out your bow and arrow, and carefully aim it at the fruit bat.
You Take your aim and Fire at the Fruitbat.
The Arrow fly's through the Air and amazing speeds, brushing against the leaves as it soars, this sudden noise alerts the Fruitbat and it fly's away as fast as it can, dropping the berrys on the floor as it flies away.
You see the berry's on the floor and pick them up, some of them have not been eaten, so you eat them and continue searching for food.
Doesn't that sound so much better than an open plain with random monsters just walking around aimlesly, serving no purpose..
I'd love to see a game company make something with that sort of Depth into it..
Even if you had the quest of kill x amount of bat's and bring there wings to me, it would be fun and an exciting challenge..
and to see an animal perched on a tree instead of flying around..and when its not moving flying in the one spot would bring so much more feeling into the game..
Please remember you are playing a game, your not reading a book. what you used as an example is not even possible in MMORPG's.
Sure it is, Ryzom mobs AI engine come close, just need to be tweaked a little (for example, currently in Ryzom, a pack of herbivores would run away if a carnivore gets close. All the game engine has to be tweaked is for herbs to recognized players as carnivore too :P)
The other thing is to get rid of level by xp and xp by kills/quests, and make it that skilling up in anything is by the actions as oppose to the results (e.g. like skilling weapons/professions in WoW or the leveling system of the Elder Scrolls games).
My main point was, there will always be Kill X missions or Escort/Deliver Y. But if you make the process itself involving and interesting, it would be a totally different game. And for that, the dev just have to put more thoughts in the design of each individual mobs (their A.I., events triggers, environment factors and interaction with each other, not just the players), and not the quests text/plots itself. I see it entirely possible.
@ mannequin and vgly
I could very much imagine this game, it sounds lot like tabletop. Some AI to be written, a fear system for the bird and the deer, a hunger/thirst/fatique system and a way to give rewards when using new tools or reuse it in a new way.
I've seen examples of fear and H/T/F already, but not the last. My experience with D&D Online is just 2 days of the stress test. A locked door could only be forced by a rogue or a a mage's knock - and a pissed smelly dwarf with a an axe twice his size was helpful. That felt just stupid to me, and a poor representation of a tabletop game online.
Could there be a way of giving rewards for achievements in a MMO? Say you decide you want to be the best selling shoemaker in the world, or the most feared villain, or the priest who saved the most people from dying?