Aloha, fellow travelers of the various virtual worlds, and welcome to the latest edition of MMO Weekly. In this week's write-up, we'll explore the quests that make up a large part of our virtual existence. All that killing of rats, wolf pups, boars, bears, and other virtual beasties has been a staple of our existence since the invention of the genre, and many players have found themselves wondering, “WTF is all this mindless killing all about? Why does every town-dwelling NPC freakin' HATE the nearby wildlife? I mean, they're just baby wild animals!”
Of course, when one considers the downright murderous tendencies of the NPCs, things get far worse. Frequently, NPCs task players not with the killing of some nearby lizards, but with the extermination of an entire population of local gnolls, goblins, gnomes, or other sentient beings. It's positively genocidal.
These same NPCs throw in an escort quest or two, a couple of “find ten of object X on the nearby ground for me” quests, and a locate a lost person quest. It's all very typical. We, as players, have not only come to expect it, we see these quests as completely normal. In fact, whenever you, the player, come across a new town in a new zone, you already have a pretty good idea of what kinds of quests you'll soon be completing.
Try changing MMOs. In your new game, you'll find that the situation is precisely the same. The towns are full of NPCs, each giving out a series of generic quests. Once you've leveled a few times, you move on to the next town and, in a very basic way, complete very similar quests given out by very similar NPCs.
The question that comes to mind is, “Why is it this way? How did this system come to be the norm?”![]()
Sanya Weathers is an old hand in the MMO industry, and has been a writer, blogger, and commentator on MMORPGs for years. She even pioneered the role of the “community relations manager” when no such job existed beforehand. Before busting out on her own last year, she's spent years at Mythic Entertainment, helping to refine and tailor Dark Age of Camelot to improve the experience for players. In this role, she was incredibly successful.
Well Sanya's taken it upon herself to explain why this pattern of quests exists, and her insights are...well, they're insightful. We drew inspiration from Sanya's piece, added in a few things we've learned from developers over the years, did a bit of digging around elsewhere on this great internet of ours, and then decided it was time to break it all down for you, gentle reader. And so without further ado, here's why the quests in every MMO ever made are exactly the same:
Are you getting the idea here? Quest Guy has got to move fast, installing some reasonably fun quests in Ashera, before he has to move on and install some reasonably fun quests in Riverbottom. Even if he somehow manages to get all that done, and wants a cool customized quest put into place, it's unlikely the other coders and programmers in other departments are going to have time to do that.
There are, however, other factors. Consider these:
Are you getting the overall idea here? Quest Guy may want to get all creative and write up a really neat and imaginative quest, but he's constantly hamstrung by his workload, everyone else's workload, middle management, and upper management. If he should get that quest completed, he'll find that it's largely unappreciated by the players themselves. Faced with that kind of gratitude, he's unlikely to continue to try to get his “vision” into his next batch of quests. He simply gives up, and becomes an assembly line worker, cranking out generic quest after generic quest.
And that, my friends, is basically that. Much to my surprise, while researching this article, I found that this state of affairs is actually bemoaned in the MMO industry itself. The very people who design the games you play would love to change things but, due to the factors listed above, are finding that the status quo is likely to remain as it is for a long time to come. If you'd like to read more of Sanya's insights into this process, you can check out her writings right here. Other thoughts on this subject can be found here and here , and Jeff Kaplan shares his very experienced view of things here.
And that, fellow gamers, is all we have for this week. If you enjoyed this write up, and want to keep abreast of the very latest and greatest happenings in virtual space, come visit us over at WanderingGoblin.com, where we cover this kind of nonsense each and every day. For now, ciao!
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