Showing posts with label quests. Show all posts
Showing posts with label quests. Show all posts

Thursday, June 9, 2011

Dev Watercooler discusses questing past 85

It's an interesting discussion, and good to see (duh) that Blizzard realizes there are people who enjoy questing more than instancing -- or at least those whose lifestyles support 20 minutes (sometimes 2 minutes!) of questing, not and hour or five of instancing and raiding. There should be multiple endgames.

Here's some of their take:

In the absence of gaining levels, there are still ways to reward players who want to continue questing or playing through quest-like experiences. Here are some things (there may be more) that might encourage players like this to stick around:

Participation in an epic story
A sense of progress
Discovery of something new or unexpected each day
Earning character customization (including cool mounts!)
Earning fun toys
Making your character more powerful


That's a good start. Story and gear are certainly my two. I want something memorable. That's been rare. I also want to be able to run instances without detracting from the party. The Catch-22 of having to run an instance to get instance-ready gear is a real pita. And when you don't get to instance that much, you want to overgear slightly to make up for your gameplay. I can PvE with the best of 'em. Not so much run Shadowfang.

We've grappled with this problem before, and we'll continue to tinker with solutions. The Isle of Quel'Danas provided people with a great sense of progression, at least on a realm-wide level, and it sure felt epic. The Argent Tournament definitely gave players a sense of personal progress, as well as lots of fun toys.


Ewww. The Argent Tournament stunk. STUNK. Not fun. The Isle was at least an easy, visually impressive grind, and I got to put my items to good use waxing demons, so there was a little strat going from quest to quest, but it was still more grindy than epic storyline. They're overselling themselves here.

The Guardians of Hyjal are getting smart in patch 4.2. They're not just assaulting the Firelands with hardcore raiding guilds… they're attacking that place with everything they've got. That includes you, solo players! We've created a whole zone dedicated to daily questing. There are some 60 new quests in total -- that's about half a zone's worth of quest content. While the raiders are concentrating on taking down the likes of Ragnaros, you'll be securing the rest of his fiery domain.

There's also a story here, a chronicle of a vicious, knock-down, drag-out fight that begins in Hyjal and progresses -- over the course of weeks -- across the mountaintop and then into the Firelands themselves...

The progression is personal: you won’t see it happen until you make it happen.


Well, let's hope. I did enjoy the story in HyJal the most, though Therazane was the most visually impressive and the Wildhammer Clan the most memorable. The developers essentially beg you to beta test Firelands in the Watercooler piece, asking you to tell them where the storyline ain't hot. W[hy]tf do I want to see the storyline to tell you how to make the storyline better? The whole point of being a causal quester is that I like to run through the stuff once. If I just loved questing and didn't mind seeing content over again, I'd be an alt-a-holic.

And though Matlocker, prot-boy extraordinaire is now 21, I realized this week that it's been six years since I last quested in Duskwood. SIX YEARS. That's how long I like between doing and repeating my quests. I hope they go PTR to roll-out for Firelands in less than 6 years. And even then I want a cataclysm in between and a good reason -- Recruit-a-Friend and a friend -- before I'll run it.

Much of the motivation here is nostalgia. Just look at my complaints about what they did to Stitches and Acheus. I'm upset about a sword I never used, for heaven's sake. I'm not replaying just for fun. I'm not going to run the PTR and then run Firelands again when it's released. I've no interest in "What If" Jalindrine. I want good story and gear that rewards my serious questing and allows me to enjoy the periodic instance the first time.

/thus ends the lesson ;^)

Monday, April 25, 2011

Revamping the Hero class: A better alternative than free max level characters

Spinks recently covered the interesting topic of providing veteran MMORPG players max level characters. On its face, this seems to make a lot of sense. There are certainly two games, at least in WoW, 1.) level grind and 2.) max level, instance-based gear chases. You might separate a third, guild-based, end-game raiding. I, like many who live in 2), would like to be able to play the second with characters I haven't been forced to take through the first.

But *POOF* max level chars seem an ill-thought out money-grab (see UO's advanced characters). Hero classes, or even just plain heroes (high level chars from the start) in conventional classes with their own quick intro quest lines -- combined with alternative and/or class-specific, sped-up quest progressions through old content -- is a better way to go.

So, for instance, our guild needs another tank, and I started a Death Knight this month because I can't stand the thought of leveling from scratch. The DK intro zone was great. Good lore, questionable morals, admittedly, but a decent intro to DK specific talents and abilities.

But what if we had needed a healer? Right now, it's, "Hello, level 1." Imagine starting zones for "hero" druids, pallies, warlocks, etc that are like the DK zone. Give folks just enough time to learn some additional lore and basic class playstyles. It's not a bad compromise.

That said, though the DK was an interesting, mostly successful compromise for Wrath, now running a DK through Cat, I can clearly see that the class has obviously lost some of its prime positioning. A DK starting at a level somewhere between 65 and 75 makes more sense now, and to do it, you're only making minor revamps the starting gear and area. Beautious.

As a DK in Outland, however, it's current the same ole same old. I really don't want to run Zangramash again. That's not compelling. At least in Cat I can run the quest chains I skipped while leveling my main. I took him through Hyjal and Therazane and quickly ended up at 85. There's lots of Vashj'ir and the Egyptian-styled zones I never touched, and I'd like to take a look.

These clearly parallel quest chains in Cat were obviously by design. You could leap from one to another, or you could run them twice. Similar is the literal cataclysm's changes to level 1-60 progressions. Both the parallel quests and remade zones are pretty obvious "New Game+" fixes. I've found myself thinking that Cat's forked quest progression approach to New Game+ might be better handled by one that allows DKs (and other classes) a *class-specific* (or even race-specific) alternative route through Outland and other once-and-done content.

And there's a lot of waste in these "New Games". If I've run both forks in Cat, now what? Also, if I just started WoW, I get exactly zero from the cat-impacted starting zones. Are these progressions better? No, not really, my re-experience of levels 1-14 tells me, it's just new. In a sense, the Cat paradigm for remaking 1-60 is wasted time. You give old players a partial excuse to run 1-60 again, once, but new players are still stuck. Overlaying progressions, Choose Your Own Adventure style, make more sense. Putting the 1-60 revamp work into new 70-80 hero quest lines cut by class and/or race would have been a better use of time.

The heirlooms (and access to gear via shared account gold) sorta provide a Rich Man's alternate to the old grinds, but only in that they make the progressions shorter and share the same logic as instant max level chars. That is, a max level char would skirt the issue completely/take heirlooms to their obvious endpoint. Spinks' comment that, "it's certainly easier than revamping the entire lower level game," is a heck of an understatement, and lets games off too easily. There are better solutions than giving max levels to everyone that allows them to completely skip the often single-player, PvE learning experience.

Wednesday, January 12, 2011

How about you teach us instead? Re: Wow, Dungeons are Hard!

Wow, Dungeons are Hard! - World of Warcraft:

DPS specs often get blamed the most for not knowing what is going on. It should be your business to understand the mechanics of the fights. You’re a member of a team, not a follower who can always rely on someone else to tell them what to do. Which are the spells that need to be interrupted? Which are the void zones that you absolutely must get out of? Which are the adds that must be burned down (and conversely, when should you ignore the adds and focus on the boss instead)? If you aren’t sure, then ask. [emph mine]


No, you shouldn't have to ask. Nor should DPS stay in the LK theme of button spamming. Instead, the game should teach you each instance fight.

Essentially, what Blizzard's saying here is if you're not in a hardcore, first-run guild that's going to blast through the instances first, you must learn from what those guys have said. If you're part of the second wave, it's your responsibility to figure out the instances from outside of the game. You must read Thott/WoWhead. You must have someone in your guild that has already run the instance. You can't do this on your own, Nemo. You just can't!

The attitude's a cop out. If [PU]group members are going to continue to expect you to get it right the first time or they'll drop -- an attitude, it should be pointed out, this blog post by Blizzard reinforces -- then the game must include clues, preferably from the content of quest lines that teaches you how to handle an instance. There must be in-game methods to learn the lore. As much as gaming is an industry of metalepsis, how to run an instance should be taught in-game.

There's no RP reason not to think that the weaknesses and powers of the instances aren't known by some NPCs, and there's no reason not to make quests, accessible in solo PvE, that prepare us for boss battles in instances. I think I've mentioned that here before. I know I've thought it. It's not rocket science. The move's obvious. Lore in game, please.