Showing posts with label story. Show all posts
Showing posts with label story. 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 ;^)

Tuesday, March 10, 2009

LK is the same WoW

Gosh, I'm glad we've stopped calling LK "WotLK".

So the WoW, Casually blog (a blog stunningly started by a moonkin shortly after I pitched "Confessions" to wowinsider.com. Hrm) answers a reader mail titled, "Returning to WoW as a casual". The letter writer asks for some direction when s/he comes back. The answer he gets is horrible. Horrible. Essentially all of the advice is nonspecific. I want to know, eg, the best quest line for my level 70.99999 druid, not that I should be in a guild, or that I should randomly change servers (TWF?), make a death knight (not too exciting aside from meeting the LK), or to create alts. Give me a freaking break. Seriously, I know the guy asks, "how to start over in WoW for a returning casual player. Or starting WoW for the first time for that matter," but this was supposed to be a LK specific answer, right? I should buy the expansion to make alts? If they're not a Death Knight, there's nothing about the expansion that changes my toon experience. Great advice. $40 for nothing. And for now, I'll excuse the self-serving suggestion to "read in your spare time". Look, I barely have time to play as it is. The last thing I want to do is spend more time reading Thott, WoWHead, wowinsider, and WoWWiki.

Probably the worst part of "Casually's" answer reveals more about the issue with LK than the blog, however. Here's another "helpful" point for those returning.

Northrend is awesome

If you do have a level 68, even if you don't end up staying on that realm or with that character, you are going to want to experience the Northrend content as soon as possible. There are new and varied quest types, the lore is rich and compelling and the scenery is breathtaking. And don't avoid instances as you level up. They now take less than an hour, making it feasible even for casuals to find a group and complete.


Issues with "WoW, Casually" again are not providing specifics -- What in particular is breaktaking about the scenery? Which instances should I take in? For BC, I could say that Nagraad was particularly good looking, or that Shadow Labs was one instance I found especially enjoyable. The points in "Casually's" answer aren't invalid -- Howling Fjords looks pretty good (the burning boat in the sky is a neat touch, and Utgarde updates the traditional WoW architecture in an enjoyable way) and the instances are enjoyable so far. Utagrde's blast furnance and the Nexus' Matrix stylings are pretty kewl. This is why I prefer the style of this blog. When I'm playing, it's what one casual gamer is doing to make his game interesting. Maybe it'll work for you.

So on to the LK issues revealed in the answer. What specifically about about the LK lore is rich and compelling? This is where LK lets us down. I want there to be an obvious reason to play the game, and this lack isn't "Casually's" fault. I want to feel like my questing is part of something larger. I want to stumble into an artifact that gets me sucked into the storyline, like the Illidari-Bane Mageblade quests, but on a much larger scale.

(I'll talk more about a potential answer later, but as a hint, Braben and Bell do a very good job of fleshing out a world with a random number generator.)

Both expansions to WoW start in exactly the same way. You're in some fortress that's under attack. In LK, there are not one, but TWO fortresses where you can relive this awesome experience! One is attacked by demon-like mobs, the other by wacky lumberjacking giants with dogs who spawn quicker than you can skin them. No, literally; about half the time, the worg corpse has vanished before I could skin them. And my goal is to kill 'em. Kill the giants. Kill the fools in the mine below the land near the fortress (BC and LK). Sprinkle bombs on hotspots on your map. Fuuuuuuhn stuff.

This unimaginative, bare bones storyline style questing doesn't engage me. Kill x of y does not engage me, and hardly makes for "varied quest types". Convert x of y scarecrows back to happy threshers does not engage me. Taking the Clefthoof model, changing the horn a bit, and putting them back into herds where only the alpha male aggros so that you can slap the same content with slight variation back into the game does not engage me.

Blizzard needs to stop sitting on their laurels and remake the WoW experience. There should be direction and obvious arguments for an old player to come back, and answers obvious enough for someone who specializes in getting casual gamers to play to name specifics for why those players should come back and stick around. With LK, I don't see those, and neither does Robin. I appreciated the free 10-day hit of heroin, and it might be plenty to make my jonesing strong enough me to play a few more months, but LK is the same WoW.

I'm going to remain disappointed until WoW brings back story (I'd probably be more accurate to say brings it and stop at that). Nothing's stopping them but themselves.