Player vs. Everything: Pointless mini-zones
Filed under: Culture, Game mechanics, Opinion, Academic, Player vs. Everything
How pointless are so-called "pointless mini-zones," really? Michael did a post the other day which examined the history of a zone in EverQuest called Surefall Glade. Hitting his links gave me a nice little walk down memory lane -- I have fond memories of Surefall, being an old-school EQ fan who cut his teeth in Qeynos Hills, back in the day. There really isn't all that much to the zone, though. It's like the article says: a cabin, a lake, an archery range, and a few hidden caves with some bears. There's nothing to do but raise your fletching skill, and nothing to kill that's worth killing. Eventually they added some stuff to it, but it was still never anything more than a small, transitional town.
Surefall was the essence of a pointless mini-zone: Most players never had any compelling reason to go there. Still, did it add something to the game with its mere presence? Like Moonglade in World of Warcraft, you could argue that it was kind of a neat place for players to discover and hang out. We get so focused on the "content" of these games that sometimes we forget that exploring a new zone you've never seen before, even if there's really nothing to do there, is content in its own right. Besides, does every single zone in our MMOGs have to be a big quest hub tied to a specific zone? Can't some places just be places?
You can argue that every zone should have a point, and you're probably right. After all, a zone without content is just an empty zone. For a long time, Silithus in World of Warcraft was like that. The mobs didn't drop anything, there were no quests, and the southern reaches (if you were clever and exploited your way up the mountains to get there) was basically a flat, unfinished plain. Still it was kind of fun to explore it. Even if you didn't try the exploits to climb the walls and get behind the southern wall, there was still an aura of intrigue about it. It was like the no man's land of WoW: barren, mysterious, uninhabited. One of the things that bugs me about Warcraft is that there's never a place that someone hasn't already been. I'm talking about the way zones feel, not whether PCs have been there (why is there already a forward camp when you show up in Outland?).
But that's getting off topic, a little. I can discuss the presence of NPCs (and why they often annoy me) in a different post. The point of this one is to ask a simple question: do all of our zones have to have a point? I don't need quests to have a good time, necessarily. New stuff to kill and a new place to explore is often enough motivation to get me excited. Or even just a place to explore: Even if there's nothing to kill in a zone, it can give you a place to poke around, look at stuff, and buy goods. I also think that city zones are very interesting places, and random mini-zones that are small cities can be great fun to find and explore.
Wouldn't it have been interesting if Timbermaw Hold had been a whole, functioning city? Imagine how much more grinding those furry beasts would have counted for if their faction had granted you access to new quests, special mounts, interesting items, and city services. There could have been a whole epic quest line about the future and the history of the Timbermaw with epic encounters and epic rewards. That would have been worth a faction grind. Instead, we got a few tunnels and two NPCs. Not very exciting, in my opinion. But even without quests or anything, a plain old city would have been better than what we're given (just for a new place to explore).
Some zones are just cool in of themselves, and are worthwhile by virtue of being interesting or hard to get to. Shatterspear Village has absolutely no purpose and is nearly impossible to get to, so its very existence provides players with something to do -- try to get there! The satisfaction of getting to take pictures with dancing trolls or gnomish pilots is a worthy goal in itself for plenty of players. The stories of players in the early days of WoW using tricks to get to GM island are practically the stuff of legend.
Creative players will also find alternate uses for zones without a purpose. While it might not be your cup of tea, they're a fantastic place for role-playing with other people. These zones are usually pretty empty, and often have cool architecture or environments to check out. Why not lounge on some ruins with a fellow role-player and talk in character, without having to worry about being molested by aggressive mobs or annoying players? You could also potentially use them for guild meetings, for the same reasons. Some guilds are weird and like to have those "in person" instead of just doing it over the guild channel.
I think pointless mini-zones tend to serve a bigger purpose than you might think in games. After a while, all of the zones start to feel kind of the same. There are some quests, some monsters, and maybe a few NPCs to talk to or buy from. You quest, you kill -- wash, rinse, repeat. Zones that don't follow that pattern, even when seemingly boring, at least are something different for you to chew on. If nothing else, they highlight how interesting the other zones are. They say that variety is the spice of life. How can you know how exciting and dynamic other zones are unless you have some boring ones to compare them to (and to go chill out in after you're done exploring the cool zones)?
So the next time you find yourself asking why a particular place even exists, take a moment to kick back, look around, and just enjoy the surroundings. Who cares? Why does it need a purpose?







Reader Comments (Page 1 of 1)
5-08-2008 @ 10:07AM
mikejl said...
Having spent time in many virtual worlds (DAOC, SWG, EQ2, WoW .. now into LOTRO).
I like have some lightly used areas. Good for RP and even better .. real estate that can be changed later on. Example .. WoW Dustwallow Marsh changes that went in some time ago. Added a new goblin town, new quest, etc. Gives that living world feeling, neat feeling to remember back when this areas use to be all trees and fields.. now it’s a goblin town.
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5-08-2008 @ 12:36PM
pufonthis said...
Of course lets not forget the king of pointless areas... Asherons Call.
You could run for 30 minutes in one direction and not see anything at all. Then out of nowhere theres some kind of Mosswart settlement. It served no purpose at all out in the middle of nowhere. But you could grind XP if you where of the right level.
There were so many of these types of things in that game. I used to just spend hours running around trying to find all the cool little out-of-the-way places. Of course back then not everybody was concerned with leveling fast, getting to max level (pretty much impossible in that game at that time anyway) and doing quests. It was more about exploring back than.
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5-08-2008 @ 12:36PM
Kanthalos said...
@mikejl: I can't be completely sure, but I don't think that they really intended from the get-go to revamp dustwallow marsh three years down the road. I think they realized that they needed to add a bit of mid-level content (quests) and it was an under-utilized zone that they thought would make a good location for it. The reason I don't think this is due to the fact that Blizzard has very rarely updated/expanded on low/mid-level content. With the last expansion and the next expansion there is almost no content (if any at all) being added pre-60. I agree that if this is done right, it can make the world feel alive, but I don't think this was the purpose for adding the quests/towns to Dustwallow Marsh. I think they were addressing a prominent problem, nothing more (though that's not to say that they didn't/can't do a good job of hiding it with lore and such.)
@Pufonthis: I completely understand what you mean having played AC for 4 years. I loved that aspect of it, though. There were always new things to explore. For instance, there was this bridge out around eastham/cragstone that I described several times to old players (it had rings that were balanced against each other that sort of acted as arches on the bridge) but no one else had ever seen it. This gave me an awesome feeling knowing that very few other players had ever seen it (I only ever even saw it twice, I looked for it several other times, but was unable to relocate it.) This massive world feel can go a bit too far, though, which might have been the case in AC. That said, I think I preferred that to the "amusement park" feel of WoW.
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5-08-2008 @ 12:36PM
Scopique said...
I don't agree with the use of the word "pointless"...it implies that these games need to be nothing but wall-to-wall purpose.
If it were a single player game like NWN, Baldur's Gate or Diablo, or was a hub-based title like Mythos or Guild Wars, then the omission of these mini-areas would make sense, but these companies are making worlds in which people spend a lot of time, and a lot of those people DO spend time doing things that aren't related to advancement.
I think that in the WoW culture, having the eyes on the end-game means a lot of players aren't "experiencing" the world that the Blizzard devs have taken so much time to create -- including these mini-areas.
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5-08-2008 @ 8:26PM
Jeremy said...
What you refer to here is something I greatly enjoyed about my early days in EverQuest. When I started that game for the first time, I really had no instruction whatsoever on what to do. The entire world was out there, and no NPCs were there to nudge me along. There was no map. The sense of freedom and solitude was overwhelming.
Discovering all the nooks and crannies in original EQ was great fun for me. It was dangerous, too - it was easy to stray into higher level areas, and it was easy to die carelessly (and death in EQ was something to be feared). When you found something interesting for the first time - like some ruins in a desert, or some abandoned Druid rings, an ancient bridge, or a dungeon you'd never seen - it came as a real surprise and was very rewarding. Combine that with the ability for some classes to "bind" to a location, and you could find a remote spot that truly felt like your own.
It's really quite different now - In WoW (and other modern MMOs) your paths are generally dictated to you and it's easy to get from place to place. Zones are filled with quests, and NPCs generally clearly direct you to quest hubs as well as quest objectives. Almost every bit of terrain is mapped out, and you'll see almost all of it in the course of questing through a zone. In general, that's good, but it does come at a price.
There are, of course, exceptions, and I love them. Almost everywhere in WoW has some quest associated with it, but sometimes they're easy to miss, and a few places really serve "no purpose" and bring back that old EQ sense of isolation. I can think of quite a few places that "feel" isolated and unique to me: monkey island in SE STV, the farm near the exit from the deadmines in Westfall (and even the lighthouse on the coast there, to a lesser extent), Ravenhold manor, Deadwind Pass (pre-BC), almost all of Aszhara. Not to mention places like the Ironforge airport which aren't really designed to be accessible...
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