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4-29-2008 @ 10:17PM
Hmm... I wonder if they could put in an entire zone with ZERO quests given by NPCs?You just basically have to go out and explore to find your quests which only drop off mobs?That would be really fun I think.Imagine you find a quest item which is then part of a chain which requires you to find the next item.For example, you find a bloodstained axe which if you click on it starts a quest. Then you have to discover the murder spot to find the next step.
4-30-2008 @ 12:30AM
That'd be an awesome hope, yeah, but unfortunately, it'll never happen. Too many folks want hand-holdings and walkthroughs and pin-point directions.As beautiful a concept as it might be... the shouts of clueless children asking where to go and what to do for literally everything there...it'd make Barrens Chat's cries of "WHERE AM MANKIRKS WIEF?" and "HELP WITH STOLEN SILVER PLX!" seem welcome by comparison.
4-30-2008 @ 5:17PM
I agree that total reliance on such quests would lead to mayhem. And, really, it would be a devolution from the elegant and obvious quest system Blizz came up with for WoW. In many older MMOs, finding quests or tasks requires finding obscure people and doing non-obvious things to them, generally with no indication in-game that they are any different from the flavor NPCs walking around down. It's things like this that made sites like Allakhazam a NECESSITY in playing these old games, because the game itself didn't give you enough info to play the game. I will never forget an interview one of the WoW developers did back before it came out, in which he said one of their goals with WoW was to make a game that did not require a spoiler site to play. (Not saying they wouldn't exist, as Al's, Thottbot, and WoWHead prove, but that you can get to 70 without using those sites.) That is the thing that most impressed me about WoW, and kept me feeling immersed in the game, coming from games like EQ and FFXI.That said, I completely agree that the game has swung TOO FAR in the opposite direction. Every quest or even remotely cool thing is telegraphed and hinted so thoroughly that there is very little feeling of discovery. There's not enough reward (aside from a pittance of experience) for exploring the unknown, finding areas that aren't normally explored, (if such areas are even built into the map - many maps lately have taken design efficiency to the point where no space is "wasted") and striking out on your own instead of letting yourself be led along. What about that nursery in Nagrand? Or the skeleton with the hatchet on the floating island? They were awesome to find (Nagrand is one of the few areas that's still willing to put in stuff just for the sake of finding it) but what if they had some meaning?And, granted, you can see how the developers themselves might WANT to point out every little thing. They put a lot of good time and effort into developing these places and people, and they want their work to be enjoyed and appreciated. (And from a cashflow point of view, they want it to keep people playing.) But I would argue that while Ghost Howl has been experienced by fewer players than Mankrik's Wife, the overal quality of Ghost Howl is far greater, partially FOR its rarity and exploration element.There needs to be a balance - Exploration and discovery should not be REQUIRED for advancement, but they should be rewarded for those who enjoy them.
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