did any of you played campaign?
did any of you played campaign?


I dont mind grouping in fact I enjoy it in XIV I hated it in XI its was boring you spent way to much time killing 1 mob for little reward (even though it was better then the reward for soloing). What makes me enjoy XIV group leveling is the fast paced high reward you get from it. But also in XIV soloing isn't near as bad as it was in XI. in XI it was so bad it flt like it was not an option.
The problem most people seem to have with Quest Chaining is three-fold. While nice in concept, the quests tend to be extremely dull and uninteresting (not entirely the developers' fault, it's pretty hard to make literally hundreds of quests all interesting without a lot of repeats).Uhn... Just to be sure-
Are you against quest chaining by itself, or are you against quest-based progression?
I will be sincere, I cannot for the life of me understand why anyone would be against pure quest chaining, hell I did that with the current XIV sidequests.
I can, however, understand (and heavily disagree until the end of my life) people disliking quest-based progression. Sure, that is my favorite type of progression but I can accept that some people might not like it.
The second reason is that it tends to be solitary in nature. While it could be designed otherwise, to my knowledge, every game that uses quest chaining has made the quests soloable. This results in an almost entirely solo experience from level 1 to cap, which many people find unappealing.
The third is reason is another design choice that could be avoided, but generally isn't. By it's nature, quest chaining moves you from place to place "conveyor belt" style through the game. Players almost never return to an area they have finished. For many, it quashes all sense of exploration and control that they have over their character.
Personally, I think "quest chaining" at it's simplest, could be outstanding. But as of yet, almost no one has accomplished the feat.
While I don't feel strongly one way or the other about instance and open world content (though as a casual player who does not participate actively, it is sometimes hard to find people to do instances with), I feel the need to back Rokien up on this one.
Campaign from FFXI was a beautiful piece of game design. It provided repeatable, interesting, dynamic content where the size of your group did not matter so much as the total number of people participating. It operated similarly to Hamlet Defense, except that it was open world, and all you had to do was speak to a guard to enter. Once you had entered, any action you took (be it support, healing, taking damage, or attacking) gave you points toward your prize at the end. It promoted teamwork without punishing those without a team.
In fact, because you could attack any target, even those claimed outside your party, extra-party or even extra-alliance teamwork was encouraged and valuable. Monsters were difficult enough that it often did take a party or alliance to kill them, but a large enough group of random soloers could also accomplish the task. If with a bit more difficulty.


Aha, yes I see what you mean. I guess I have a good example myself, having played City of Heroes. There levelling is done basically exclusively through quest-based progression and I dare say they've refined it extensively. You proceed through a series of actually pretty interesting and diverse story arcs, at a point you even so far as hit a particular story arc that is about going back and doing previous arcs you've missed on 'extra hard' mode because there's time-travelling villains showing up. And then they also got entire party-based 'quest-chains' as well.The problem most people seem to have with Quest Chaining is three-fold. While nice in concept, the quests tend to be extremely dull and uninteresting (not entirely the developers' fault, it's pretty hard to make literally hundreds of quests all interesting without a lot of repeats).
The second reason is that it tends to be solitary in nature. While it could be designed otherwise, to my knowledge, every game that uses quest chaining has made the quests soloable. This results in an almost entirely solo experience from level 1 to cap, which many people find unappealing.
The third is reason is another design choice that could be avoided, but generally isn't. By it's nature, quest chaining moves you from place to place "conveyor belt" style through the game. Players almost never return to an area they have finished. For many, it quashes all sense of exploration and control that they have over their character.
Personally, I think "quest chaining" at it's simplest, could be outstanding. But as of yet, almost no one has accomplished the feat.
But yes, I do see how a badly-implemented system would feel pretty droll and I believe I now see where people's true problems lie with.
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