At this point, I'm at an "I wish" state more than anything else - for FFXIV, and for future MMO's in general. I'm more interested in the idea of "Standardized Questing", however. To me, when something is "standardize", it boxes things in so that new ideas have a hard time expanding that box.
Do you guys believe it is out of the question to have quantity coupled with unique progression side quests?
I believe quantity and uniqueness are not mutually exclusive. The unique quests can be the same length as the more mundane ones. Additional manpower does not have to factor into the equation if you use the resources that already exists, and if that is true, time pressures will not occur, because then the only difference between the mundane and the unique is the idea.
I'm not an avid MMO player, but from what I have played and experienced, I think there is a tether to "quests" and "enemies & items" that stagnates developers' approaches to questing altogether. Why does questing
have to involve either one of those two things? Here are some off the hand examples of different quests a developer can generate without enemies or items (i.e. gathering and fetching) being involved. The quests do not have to be elaborate, and I'd like to emphasize the idea of "
simple yet different":
- Let the player travel to different marked areas and then return for a memorization test.
- Have players talk to several people who all tell contradictory tales. Let the player decide who is lying and report back. Make failing the quest possible.
- Make a hide and go seek quest with hints as to areas where the other npc is hiding, such as "What's grey and has turrets and is filled with disgruntled Garleans?" Randomize the hiding area every time and make the quest repeatable. Have the higher hide and seek quests make the player go through more dangerous terrain.
I'm sure developers can come up with more enjoyable quests, but what I'd like to make clear from that list is that with these few examples, the player isn't treated as an automaton. Rather, they engage the player on a slightly different level. The quests are nothing epic, but the players are made to explore; They're made to familiarize themselves with the lore; They're involved.
It's being toted around by the developers that the game is for everyone, so why not mix up the side quests so that they can be inclusive as well? Mix the "kill x of y" with the non-killing quests also. What's important is variety. Do you believe developers should try for anything less? The quests that you see in the video may be what many other MMOs have "standardized", and I will not argue that they have worked, but what I want to see is for MMO companies, especially SE, to go beyond what "just works". Don't you?
[I have to put a little disclaimer here because I'm writing all of this under the impression that these types of quests in the video are the main attraction, which more than likely is not the case, and it does not take the main story scenarios into account]
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To the person who says, "Show me your game." I say that you don't need to be an artist to critique art, a writer to critique a book, a director to critique a movie, and in this case, a programmer to critique a game.
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As to the video itself, I like it, but a few aesthetically jarring things stood out for me.
- The ! quest icons look huge and intrusive.
- The "Quest Accepted" and "Quest Complete" are also huge and are overly emphasized. Consider seeing those over and over again for the 100th time in a short time span.