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Filed under: Quests

Choose my Adventure: Reaching the Crystal Desert

Filed under: Fantasy, Galleries, Screenshots, Guild Wars, Culture, Events, in-game, Lore, Quests, Massively meta, Roleplaying, Choose my Adventure


Join me as I brave my way through lands unknown in an adventure dictated entirely by you, the Massively readers! Vote for everything from game played to character creation to ultimate goal and watch it unfold in a series of journals and galleries here on the site. Then, as the ultimate goal is reached, we'll do it all over again in a new game!

When last we saw our Guild Wars heroine, she had just finished exploring every city in Kryta and was off to do the same in the Maguuma Jungle. According to your votes, Moira Zonk the Necromancer headed off to unlock each of the eight cities in the Jungle and ultimately reach the Amnoon Oasis in the Crystal Desert.

Now that she sits at the Oasis, recovering from her travels, she's ready to head off in whatever direction you'd like. Keep reading below for more on her travels and the newest poll where you can vote on where she ventures next.

Fallen Earth's Lee Hammock on integrating story with the post-apocalyptic MMO

Filed under: Sci-fi, Fallen Earth, Game mechanics, Interviews, Lore, Quests


A post-apocalyptic setting can open up fantastic opportunities for storytelling. After all, it's the end of society as we know it. All our institutions are gone, our belief systems either torn away or seriously challenged. That resulting vacuum would no doubt be filled by new outlooks on the world and on life triggered by the apocalypse -- in rare cases optimistic, but more often utterly deranged. Then again, some survivors might seek to rectify the mistakes made by too many generations before the burn or plague wiped out humanity, and aim to rebuild a better world. There are so many possibilities, and these are some of the avenues that will be explored in the upcoming post-apocalyptic MMO Fallen Earth. Of course, this presents some real challenges for the game designers as well -- what is the best way to integrate these themes into the gameplay experience?

Storytelling in Fallen Earth is the focus of a recent interview with lead designer Lee Hammock, who spoke with The MMO Gamer's Steven Crews about where story and gameplay will meet in the upcoming title.

Runes of Magic to add new zone and level cap increase in August

Filed under: Fantasy, Patches, Quests, News items, Free-to-play, Runes of Magic


The major Runes of Magic patch Chapter II - The Elven Prophecy is scheduled for September, but before that comes out there will be some additional new content to tide players over. A new zone called "The Weeping Coast" has been announced; a trailer showing the varied inhabitants of the area can be seen above. Along with the release of the Weeping Coast will come 200 new quests, and a raising of the level cap to 52. All of this can be expected to happen in August.

As well as the trailer video, we have a bunch of screenshots of the new zone to show off. You can view the new gallery below, along with our gallery for The Elven Prophecy.

Richard Bartle encourages MMO writers to make people think

Filed under: World of Warcraft, Quests, Opinion

Richard Bartle wrote an interesting QBlog post on the art of quest design using WoW's Stranglethorn Vale zone as a model. This elicited a number of responses from various MMO bloggers. Scott Jennings had very few positive things to say about STV, while Tobold mused about STV's relevance in today's MMO landscape given its age and Syp and Raegn pointed out a perceived condescension.

It's always time to grab a hot cup of coffee when someone vocally disagrees with Dr. Bartle because he will always engage in a discussion and defend his views. He took special offense to Syp and Raegn when called out as being condescending in his original article and urged more people to write things about MMOs that make others re-think and take the genre more seriously.

In response to Syp, Bartle wrote: "If you haven't done this kind of analysis, OK, I'm calling you out: write one. Go on, choose any quest from WoW and explain what it's saying. You say you can see behind the curtain: show us. I want the art, not the craft. I don't intend to seem arrogant or mean here, although I'm sure that won't make any difference to how what I just asked is interpreted. I'm pushing because I want to encourage people to think of MMOs as art, not as low culture."

In response to Raegn, Bartle wrote: "I urge you, if you see something you like, that takes MMOs in a new direction, that says something that makes you think (you don't have to agree with it – so long as it makes you think), then please give it publicity. Then, you'll have people who genuinely deserve your praise, not someone who is merely where they are through an accident of history."

The Daily Grind: Short or long quest arcs?

Filed under: Quests, Opinion, The Daily Grind


A little while back, Beau from Spouse Aggro wrote a post about the fun of doing long quest arcs with cut-scenes in Dream of Mirror Online. While I can also say I've enjoyed questing in DOMO, sometimes there's something to be said for a quick "get in, get out" setup like, say, some of the one-off, well thought out missions I've seen created in the City of Heroes Mission Architect, or jumping in and doing something quick in Free Realms when you only have a short period of time. While there is a space for both, it almost seems like long quest arcs involving lots of time (and grinding) are becoming something of an endangered species. Games that have long time-requirements to complete them are often sparsely populated (as per Beau's mention of Final Fantasy XI) compared to many other MMOs on the market these days.

Thus, we raise the question - are long quest arcs full of "grind for x drop" "must complete with a group" "run all over the place for a while fetching things" slated to go the way of the dodo, with players instead opting for quick bite-sized missions instead? Or do you think longer quests are better, as they require you to get out into the world more and see/do things you wouldn't if you just ran outside the five-feet-away gates and knocked over 10 wolves for their paws then ran back?

Pirates of the Burning Sea takes bold step to curb mission farming

Filed under: Fantasy, Historical, Pirates of the Burning Sea, Forums, Game mechanics, Quests, PvE


The latest devlog for Pirates of the Burning Sea is written by Lum and focuses on improving the game's mission system, particularly fixing the problem of mission farming. Lum writes, "When we create big mission arcs, we design them to be a fun, engaging, and most importantly, a linear experience. We want players to get a sense of story and to do something interesting. We also want to reward players who accomplish the goals for those missions."

He says that mission farming and the in-game monetary rewards aren't necessarily the problem, although it's not what the devs had in mind for players. Lum says that since people stop to repeat the most lucrative parts of a given mission arc, they're not experiencing the game as it was intended for the players. Even worse, some players make faction choices on the basis of how lucrative a certain mission with that faction is. Flying Lab Software wants to change missions in Pirates of the Burning Sea so that players are continually progressing through stories rather than motivated to remain in place to reap the gold harvest.

Features announced for EQII's Game Update 52

Filed under: Fantasy, EverQuest II, Patches, Raiding, Quests, Grouping


EverQuest II's Game Update 52: Monument and Might is almost ready to roll out on the Test server, and the official community site has put up a preview of some of the highlights of the patch. There seems to be a focus on the Rise of Kunark areas for this update. Here's what the preview tells us is coming:

  • The player-written books we had a look at last month
  • A new zone called the Emperor's Athenaeum in Charasis
  • A group instance called Kurn's Tower: Breaching the Void
  • A x2 raid zone also based on Kurn's Tower
  • Research Assistants that can upgrade spells and combat arts
  • Over 80 new quests in the overland zones of RoK
We spotted a post from Kiara on the forums saying that these things are planned to be on Test next week if possible, so it won't be long until we know a lot more.

A Quota of Quests

Filed under: Culture, Game mechanics, Quests, Opinion


The big Guild Wars 4th Anniversary patch arrived a few days ago and brought all sorts of presents for the currently playing pseudo-subscribership, including a special island for Rangers to keep their pets on, new equipment packs for weapon and armour storage, extra unlockable bank box tabs, character makeover services and more, along with the reactivation of various festival mini-games during the anniversary festivities.

Perhaps the most significant of the new features added this patch was the introduction of the new Zaishen Challenge Quests at the Great Temple of Balthazar. Three new banners now offer tasks which change every day; a particular highlighted mission, a bounty on a specific named boss, and a specified type of PvP challenge. In exchange for completing these tasks, new Zaishen Coins are offered, which can be exchanged for item rewards of varying quality. Daily Quests have arrived in Guild Wars.

Guild Wars celebrates their fourth year in style

Filed under: Fantasy, Guild Wars, Business models, Culture, Events, real-world, Events, in-game, MMO industry, Quests


This Tuesday, April 28th, Guild Wars will be turning 4 years old. In true ArenaNet fashion, the game has kicked off an epic event that will last until Noon on April 29th. There is much of the usual festivities we've come to expect from Guild Wars, such as sugary treats, fireworks, Rollerbeetle Racing, the Dragon Arena and much more. Those characters turning four will receive their special four-year birthday mini pets on April 28th, but as an added bonus, those characters celebrating their 1-, 2- or 3-year birthdays will also receive a mini pets from their corresponding year.

If that's not enough, there's the brand new April update, just released last night. This update isn't a simple skill balance or bug fix, it actually introduces new mechanics and exciting new features to the game. We were given a teaser about this update earlier this month, but now the complete details, and some new surprises have arrived. Read on past the cut below to find out more details on these features.

Telling more engaging stories in EVE Online

Filed under: Sci-fi, EVE Online, Game mechanics, Lore, Quests


One of the greatest strengths of EVE Online is its lore, which chronicles generations of struggle between New Eden's races and their continual political and ideological upheavals. Not everyone will agree with that opinion, of course, just as not all players seek out immersion in New Eden. For those who do, EVE has been building up short stories to flesh out the lore over the past six years -- all nicely collected on their site -- gritty tales of New Eden's technological heights and moral depths. It's already led to a novel titled Empyrean Age authored by Tony Gonzales, which will hopefully lead to a follow-up work.

Given all the attention CCP Games has given to adding these dimensions and layers to the game's backstory, the truth is that EVE is as much a virtual setting as it is a game; as such, there's always a need to expand and refine that setting. A solid backstory is important but it's equally important to EVE's players to be able to interact with it, feel like they're really a part of New Eden in some way. Live events and storyline missions (quests) have been used in the past to this end. However, in the case of missions, a player's role in New Eden's story hasn't quite matched up with what many feel it could be. CCP's efforts to make EVE Online's storylines more engaging is the focus of their latest dev blog, titled "Telling Stories: Evolution of the Atlanta Content Team".

City of Heroes shows off Issue 14 Architect in new video

Filed under: Super-hero, City of Heroes, City of Villains, Quests, News items

The time that many people have been waiting for has finally come! Issue 14: Architect has finally released to the live City of Heroes and City of Villains servers for players to enjoy. This new addition to the City of lineup adds in the ability for players to create their own content, including missions and full story arcs. Ever thought to yourself that your boss/teacher was an evil cyborg sent to bore the world to death? Now with the Architect mission creator, you can recreate them in-game and conquer them before they put Paragon City into a state of eternal power-nap!

Brian Clayton, general manager and Executive Producer for City of Heroes/Villains said "We are very excited for City of Heroes to be the first-ever MMO to offer this revolutionary new system to our players. Within two weeks of opening the beta version of Mission Architect to our community, players published an astounding 5,000 custom stories, representing up to 25,000 user-created missions. Such a steady in-flux [sic] of fresh content offers the capacity for endless adventures to City of Heroes subscribers." If you're curious about this nifty new system implemented into City of Heroes, be sure to check behind the break for the hot, fresh launch video.

Fallen Earth dev diary focuses on introducing new players to PvP

Filed under: Sci-fi, Fallen Earth, Game mechanics, PvP, Quests


Fallen Earth is one of three post-apocalyptic massively muliplayer online games currently in development that are a far cry from the fantasy titles which have proven most popular in the MMO world. IGN scored an exclusive two part developer diary from Fallen Earth writer and content developer Wes Platt who discusses creating the PvP starter town of Terance. Namely, he explains how and why the Fallen Earth team has been putting so much work into Terance and the challenges and pitfalls faced in differentiating the PvP-centric area from other more standard towns in the game.

The first part is "Building the Town of Terance". It paints a picture of a post-apocalyptic aftermath setting where a psychotic artificial intelligence, long since sealed away underground by its corporate progenitors and forced into a century of dormancy, is woken with dire consequences. Now powered up, the AI -- TETRAX -- prepares once again to work towards the extermination all human beings in its vicinity. Human beings in Terance may find themselves on the run, hunted by AI-directed zombies called Diggers, as well as mutants and vermin.

EverQuest II's 'Elements of Corruption' update is live

Filed under: Fantasy, EverQuest II, Patches, Quests


Sony Online Entertainment has rolled out a significant amount of new content for EverQuest II. The title's Game Update 51 -- "Elements of Corruption" -- is now live, bringing with it some major changes to the Lavastorm zone. There's new solo content and quest lines, including level 80 solo quests, as well as mount paths and (additional) teleporters.

Elements of Corruption goes far beyond the Lavastorm revamp though. Among the host of new features and content additions are the Ward of Elements two-group raid instances, a threat meter, and appearance slots. Have a look at the complete run-down of Elements of Corruption on the EQ II site to see what's new in the game, and for a closer look you can also flip through our Lavastorm dev tour.

GDC09: Spending time with the cruise director of Azeroth

Filed under: World of Warcraft, Fantasy, Game mechanics, MMO industry, Quests, PvE, Opinion


At GDC09, we got to talk with many people and listened to a variety of panels on all aspects of game design. But there was little doubt as to which panel attracted loads of attention -- the Jeff Kaplan panel on quest design in World of Warcraft.

Warcraft has come extremely far in terms of their UI design and quest implementation since the game launched back in 2004. Just between 2007 and 2009, Kaplan revealed that over 8,570,222,436 quests have been completed, while the daily average was 16,641,409. With those numbers in place, it's safe to say that World of Warcraft players are driven by their questing.

Kaplan's panel revealed a few tricks of the trade, as well as his beliefs regarding questing, so without further adieu let's get into the meat of his panel.

GDC09: Spending time with the cruise director of Azeroth pt. 2

Filed under: World of Warcraft, Fantasy, Game mechanics, MMO industry, Quests, PvE, Opinion


Mistakes of World of Warcraft

Kaplan was quick to note that Warcraft was far from perfect, and he wanted to highlight some of his own mistakes inside of the design.

The first mistake was the idea of the "Christmas tree effect," otherwise known as having so many quests in a quest hub that the minimap lights up with exclamation points like a Christmas tree. While players enjoy this, Kaplan wanted to say that the developer loses call control over the player at these points, as the player will not read any quest text in their clicking frenzy. There's no control over what quest leads into what or which order the player will do the quests in.

The second was the internet adage of "too long, didn't read." Quest designers don't need to write a book to get their point across with the quests. He brought up that video games had a type of "medium envy," where sometimes they get too preachy with their topics. Games should be fun first, story second.

Mystery also falls in this category. The story can provide mystery, but the quest log should never have any mystery to it. The quest log should always point where to go and what to do, but the overall story of those quests may provide some solution to some mystery.

Also avoid poorly placed quest chains, like the Chains of Myzrael questline in Arathi Highlands. The Myzrael line was hard to find, ended up spanning 14 levels, and ended with killing an elite mob that was level 44. This quest line was a "brick wall" according to Kaplan, because most players never stuck with it.

It's good to have quest chains that span content, but quest chains like this break down trust the player has with the developer. When the player runs into a chain that he can't finish with a monster he can't kill, the player loses trust in the developer's sense of guiding them to fun.

He also emphasized to avoid inserting "gimmick quests." His example here was part of the Oculus dungeon where players ride on dragons. These types of quests center around doing something the client may not be able to properly handle. Warcraft was not designed to accommodate vehicles. When developers resort to putting in parts of the game that center around a gimmick, it can detract from the fun of the rest of the game.

The horror of collection quests

Kaplan's speech ended with an analysis of why people hate collection quests so much, and a few tips on how to make collection quests into a better experience.

His problems with the quests stemmed from three areas -- dense creature population, too few of a creature to kill, and having a wide variety of items required for the quest. Having a dense creature population can put off people, especially when there's a lack of the monster required for the quest. If someone has to kill four lions for every one raptor required for the quest, then there's a problem.

His other point was that collection quests shouldn't require an insane amount of items. To everyone's amusement, he brought up the Green Hills of Stranglethorn quest chain (a chain he wrote) as the exact thing a designer should never do. Collection quests should be an easily obtainable number of items, and not such a long grind fest with the hope that your required item might drop.

Lastly, never have the player question why they're collecting the item required -- it should be clear from the onset. Kaplan brought up the infamous gnoll paw collecting quests, in which gnolls may or may not drop paws upon death, where obviously a gnoll has four paws and not a number between 0 and 1 (which everyone applauded at loudly). Quests should make sense and not become a gimmick in their own right. This causes the player to once again, lose trust.

Most of these points that Kaplan has brought up pertain to Warcraft, but can easily be applied to any game on the market. With all of this in mind, perhaps we'll get to see some better design in our MMOs from other developers, now that we're all on the same page... of the Green Hills of Stranglethorn.

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Featured Games

Events Calendar

NameDate
Fallen Earth Launch Q2 2009
Global Agenda Closed Beta July 2009
CrimeCraft Launch Aug 25 2009
Champions Online Launch Sep 1 2009
Cities XL EU Launch Sep 3 2009
Aion Launch Sep 22 2009
Earth Eternal Open Beta Q3 2009

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