Re: Advice for GameForge on mission design - please consider
Posted: Mon Feb 26, 2007 4:18 pm
sehracii wrote:There should be no "Safe the Village" at all. Even if *you* only do it once, what about the thousand other players that do it? That doesn't make sense.
Not necessarily. Well no, I know what you mean and agree. "Quests" that give the illusion to the recipient that they have performed great deeds, made a difference in the storyline and should now be lavishly rewarded, those don't work in any MMO. These have their roots in pen and paper games where the select few characters controlled are most often the only noticeable characters around wether forced or wanting to be the hero. It's the story of 'those few'. Even CRPG's catered to 'few'.
Port it to an MMO format and you have countless hordes of wanna-be heroes longing for self-gratification or the desire to relive those neat PnP or CRPG moments. Ultimatly debasing the 'being a hero' into something very bland.
I just don't get why traditional MMO questing is based only on the assumption that everyone will act as a Don Quichotte. Nor this self-centered need in 'getting rewarded', which is actually the complete opposite of what a real hero would stand for. Can you imagine Knights of the Round Table going around pestering the local farming community for 'pay for saving their opressed hinnies'? And it better be shiny and +3!
But ...
A "Safe the Village" mission (not quest) wouldn't be that out of place in Ryzom, if implemented right. And that means right as in dynamic content or a dynamic world, which I have been suggesting a fair few times already now.
Kitins or bandits that grow in size, if not kept in check by the player population it could prove a danger to surrounding camps, tribes, local hunting and foraging areas and eventually towns. The threat dissapears after someone stepping in, but it may be back some day.
The same could apply to cargo shipments, a sudden need for crafted items, or even food for a tribe.
Recurring dynamic content.
Imo, that's basically the only real solution for missions that offer a little more than menial errand tasks, and it is more acceptable to be expecting to see a reward. No questing! Because I agree that the thing heroes are made of should belong to events, be it official or player driven. They CAN change something.