No more BoarsNo offense to those of you who loved to sit on grassy, gentle, southern slopes of the Overthere, pulling rhinos, succulents, cockatrices and such until you heard the comforting ding of level 40, but grinding for experience to me seems kind of dumb. I wonder why is it that I should simply sit in one place and kill the same monsters ad nauseum in order to advance my level?

Want to have monsters drop occasional worthwhile loot, that’s cool – let the campers get a reward every once in a while, but I am thinking that to drive experience, characters should have to talk to people, take part in a lesson, learn a skill, complete pilgrimages, touch magic rocks, view the massing of an army, witness the execution of a mentor…

So, instead of simply having quests which contribute a little experience to the pool, but are seldom as efficient as just hanging around killing hordes of nameless minions, characters should also get advancement quests which must be completed to, you know… advance.

Developers and gamers alike complain that players rush through content to get to the end and miss a great deal of the handiwork and effort the folks who made the game sunk into it. Well, I think that if instead of catering to the players who are content to just sit and kill boars in the forest all day, the game should reward players who take in more of the game content. Many games have implemented gateway quests for zone access and in some cases for leveling access, but in most cases they were implemented as a tacked on series of hoops for the player to jump through after proceeding through other parts of the game in a more traditional (read: grinding) way. In order to take hold and not be simply rejected out of hand by the players, this system must be executed well.

The way I am envisioning this working is something like the Boy Scouts merit badge system. A player needs to complete a certain number of pre-set quests to achieve a level and by completing each quest, would learn an ability, skill or bonus. Players could choose to level after the completion of the minimum number of quests, or continue on to finish all of the quests and gain the remaining skills, etc. Or in some cases completing one quest would cancel the ability to do another, which could result in skill tree or bonus diversity.

The quests for players to finish could be quite varied to appeal to the interests of all players: craft, explore, kill a specific mob, etc. so long as each would be a reasonable approximation of the others. Rewards should be in line with the type of quest accomplished and difficulty.

Anticipated Positives:

Anticipated Negatives:

Could a system like this work? I’m not sure. While in Everquest the Epic weapon quests were incredibly painful, there were a great many players who endured them to get their shiny doo-hickey in the end. But in EQ2, the citizen quest each player needed to finish in order to level up after the newbie island and many of the quests to access different world zones were discarded as an unnecessary annoyance.

I think in order not to fail immediately, though, the keys would be that the expectation of the play-style has to be set early on, and the rewards have to be worth the extra effort.


 

 

Comments

Name (required)

Email (required)

Website

Speak your mind

2 Comments so far

  1. Gravatar Grassroots Gamemaster on April 7, 2007 1:56 pm

    I totally agree with what you’re saying. Questioning the status quo like this is good.

    I have a feeling that if you designed a game like this, those parties who write analyses would evaporate because the game wouldn’t attract crowds of them. MMOs and other “leveling” games attract bean-counters in disproportionate numbers, so the whole world bends to their ways. Trying to break that up at the core level (not just with little fixes) will bring adventure back to “adventuring”.

  2. Gravatar riki on November 30, 2007 9:36 pm

    Korean MMORPG’s tend to have job advancement quests: Ragnarok, Flyff, Trickster, all three have them.

    As long as advancement quests are among the easiest quests, they’re actually no problem. They should not, however, be even remotely frustrating as to become roadblocks.

Search