One of the things that kind of baffles me to this day about MMOs, especially in a post-World of WarCraft setting, is that so few of them seem to get questing down right. One of the biggest reasons that MMOs took off the way they did was that Blizzard made it far simpler to get into them by pulling back the ultra-boring grinds and pushing in the slightly-less-boring quest line. In essense, what Blizzard discovered during the development of WoW’s quest system boiled down to two main things:
1) Quests can be used to direct players to different parts of the world and help them orient themselves in an otherwise intimidating environment.
2) Quests can really minimize the agony of the grind with thoughtful placement and a bit of variety.
The first point was one of their goals all along, if their interviews after the fact can be believed. They allegedly saw the vast potential of creating these massive online worlds but struggled to find an answer to get the more casual player to dive in. Quests were their answer to that, a lot of them.
The second point came a little more slowly. Over time Blizz noticed that simply arranging the order and location of each quest can greatly increase a player’s productivity and thus keeps them engaged for longer. The tedious grind, while still tedious, feels like less of a hassle if you know you can sit down and, with a bit of planning, stamp around a certain portion of the map and blot out quests all in a row and return to the local hub to enjoy sight of your experience bar filling up dramatically faster. The most common (and easiest) way to do this is by simply arranging a bunch of quests in a recognizable and easily travelled sequence.
For example, you ride in to a new quest area and make your way to the first hub. You grab all the quests available to you and open up your map to start figuring out where they all lead. To your surprise they actually appear as a neatly arranged dotted line! This means you can simply go to the furthest point and work your way back. You’re not away from town for too long, you have a clear and definite path, and you stay in roughly the same area, allowing you to orient yourself to your surroundings. Perfect!
This is where I begin to get confused when I look at other MMOs that have come out since this amazing discovery.
Earlier in this blog Proxy had some not-so-nice things to say about Star Wars: The Old Republic. I don’t have the highest opinion of that game either. Her primary complaints centered about the absurdities found within the class system (getting to the “end” with a class only to find out you played it “wrong” and can’t access sweet loot has got to be the stupidest thing I’ve ever heard), my first thought when I recount my time with SWTOR is how horrid their quest flow was. So horrid, in fact, I’m not entirely convinced it had a flow at all.
Far too often I’d reach a new quest hub, pick up all the quests, and open my map not to see an intelligently laid out plan of how my experience in that zone was going to play out but a chaotic mess of dots scattered around the playing area seemingly at random. And so far apart! Just looking at my imaginary path made me want to drink glass. And it was especially heart-breaking for me because I felt like at least some people on the BioWare team knew what they were doing, namely the people in charge of bringing these areas to life through the game’s admittedly awesome story. It was a damn shame that I couldn’t be assed to visit all those interesting characters and help them out of their interesting predicaments – I’m a goddamn sith marauder, not a marathon runner!
I remain cautiously optimistic that BioWare will right these wrongs somewhere down the line and might earn some of my money again. Jury’s still out on that, they don’t even seem to acknowledge that this is even an issue.