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	<title>Comments on: MMO Myths III Quests aren&#8217;t grindy</title>
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	<link>http://www.epicslant.com/2009/07/mmo-myths-iii-quests-arent-grindy/</link>
	<description>MMO design and industry commentary with a high end twist.</description>
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		<title>By: evizaer</title>
		<link>http://www.epicslant.com/2009/07/mmo-myths-iii-quests-arent-grindy/comment-page-1/#comment-1111</link>
		<dc:creator>evizaer</dc:creator>
		<pubDate>Sat, 01 Aug 2009 20:05:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.epicslant.com/?p=1008#comment-1111</guid>
		<description>(Since there is no preview button on comments, I have no idea if my links are going to work. Please pardon me if they endu p being ugly.)

I wrote &lt;a href=&quot;http://thatsaterribleidea.blogspot.com/2009/06/from-camps-to-quests-and-back-building.html&quot; rel=&quot;nofollow&quot;&gt;a post&lt;/a&gt; last month that reached a similar conclusion. Then, later, I derived &lt;a href=&quot;http://thatsaterribleidea.blogspot.com/2009/06/save-world-and-level-up.html&quot; rel=&quot;nofollow&quot;&gt;the reason&lt;/a&gt; for this problem out of core shortcomings with character advancement as it is presented in MMOs.

You can break down the grind-nature of quests into 4 parts:

* The story and character progression symbiosis present in tabletop RPGs is destroyed by modern MMO design.
* Quest content does nothing to the game world.
* Quests are the same for all characters who can get them.
* The action vocabulary of MMOs is extremely limited (most of the time it involves only the word &quot;fight&quot;).</description>
		<content:encoded><![CDATA[<p>(Since there is no preview button on comments, I have no idea if my links are going to work. Please pardon me if they endu p being ugly.)</p>
<p>I wrote <a href="http://thatsaterribleidea.blogspot.com/2009/06/from-camps-to-quests-and-back-building.html" rel="nofollow">a post</a> last month that reached a similar conclusion. Then, later, I derived <a href="http://thatsaterribleidea.blogspot.com/2009/06/save-world-and-level-up.html" rel="nofollow">the reason</a> for this problem out of core shortcomings with character advancement as it is presented in MMOs.</p>
<p>You can break down the grind-nature of quests into 4 parts:</p>
<p>* The story and character progression symbiosis present in tabletop RPGs is destroyed by modern MMO design.<br />
* Quest content does nothing to the game world.<br />
* Quests are the same for all characters who can get them.<br />
* The action vocabulary of MMOs is extremely limited (most of the time it involves only the word &#8220;fight&#8221;).</p>
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		<title>By: Brian 'Psychochild' Green</title>
		<link>http://www.epicslant.com/2009/07/mmo-myths-iii-quests-arent-grindy/comment-page-1/#comment-1095</link>
		<dc:creator>Brian 'Psychochild' Green</dc:creator>
		<pubDate>Wed, 29 Jul 2009 03:13:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.epicslant.com/?p=1008#comment-1095</guid>
		<description>A &quot;grind&quot; is anything that feels needlessly repetitive.  In EQ, this was epitomized by sitting in one place pulling the same monster over and over again.  This wasn&#039;t the only way to advance, but it was efficient and many people did it.  After a while, people grew bored with it.

Then WoW came along and broke all that monster slaying into happy little chunks.  The real beauty of the system was that you could get some directions, go do a bunch of quests, then turn them in all at once for a big rush of rewards.  It was different and it gave players some direction.  Now, after doing that for several years, players are getting bored again and questioning if the old system was really all that bad.

So, there&#039;s an assumption that EQ-style mob killing is the same as grinding.  It&#039;s not.  This is a reason why we should be careful to define our terms.  As I said at the beginning of this comment, grinding is doing the same thing with seemingly needless repetition.  This can be killing, questing, or anything else, especially in the long run.</description>
		<content:encoded><![CDATA[<p>A &#8220;grind&#8221; is anything that feels needlessly repetitive.  In EQ, this was epitomized by sitting in one place pulling the same monster over and over again.  This wasn&#8217;t the only way to advance, but it was efficient and many people did it.  After a while, people grew bored with it.</p>
<p>Then WoW came along and broke all that monster slaying into happy little chunks.  The real beauty of the system was that you could get some directions, go do a bunch of quests, then turn them in all at once for a big rush of rewards.  It was different and it gave players some direction.  Now, after doing that for several years, players are getting bored again and questioning if the old system was really all that bad.</p>
<p>So, there&#8217;s an assumption that EQ-style mob killing is the same as grinding.  It&#8217;s not.  This is a reason why we should be careful to define our terms.  As I said at the beginning of this comment, grinding is doing the same thing with seemingly needless repetition.  This can be killing, questing, or anything else, especially in the long run.</p>
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		<title>By: Endraal</title>
		<link>http://www.epicslant.com/2009/07/mmo-myths-iii-quests-arent-grindy/comment-page-1/#comment-1082</link>
		<dc:creator>Endraal</dc:creator>
		<pubDate>Tue, 28 Jul 2009 07:20:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.epicslant.com/?p=1008#comment-1082</guid>
		<description>Speaking from recent experience with LotR I&#039;d have to say that I feel the whole forced quest thing is more of a grind than EQ ever was. It certainly bores me a lot quicker than EQ ever did. It does provide a certain social element though, as quite a few of the quest lines end in group quests and these, for the most part, actually require at least a small group to complete.
Forced socializing is always a winner in MMOs. Well, at least to a certain degree anyways. 
Problem is, of course, that as combat becomes faster paced and the downtime becomes virtually nonexistent - grouping isn&#039;t really grouping anymore. There is no time to chat, we&#039;re all just a bunch of tards mashing our buttons in unison. 

How socializing relates to boring, never ending questlines? Socializing makes any mundane task, like leveling, appear to progress faster through enjoyment. At least for me.</description>
		<content:encoded><![CDATA[<p>Speaking from recent experience with LotR I&#8217;d have to say that I feel the whole forced quest thing is more of a grind than EQ ever was. It certainly bores me a lot quicker than EQ ever did. It does provide a certain social element though, as quite a few of the quest lines end in group quests and these, for the most part, actually require at least a small group to complete.<br />
Forced socializing is always a winner in MMOs. Well, at least to a certain degree anyways.<br />
Problem is, of course, that as combat becomes faster paced and the downtime becomes virtually nonexistent &#8211; grouping isn&#8217;t really grouping anymore. There is no time to chat, we&#8217;re all just a bunch of tards mashing our buttons in unison. </p>
<p>How socializing relates to boring, never ending questlines? Socializing makes any mundane task, like leveling, appear to progress faster through enjoyment. At least for me.</p>
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		<title>By: Motvin</title>
		<link>http://www.epicslant.com/2009/07/mmo-myths-iii-quests-arent-grindy/comment-page-1/#comment-1081</link>
		<dc:creator>Motvin</dc:creator>
		<pubDate>Tue, 28 Jul 2009 04:31:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.epicslant.com/?p=1008#comment-1081</guid>
		<description>Moorgard said:

&quot;Whether they choose to bundle it in tiny breadcrumbs that guide players through the game or leave things wide open, some will find it grindy and some will not.&quot;

So why don&#039;t game developers support both styles of play?  It seems like it wouldn&#039;t be very hard to do.  I would have enjoyed more quests to do in EQ.  In EQ, questing was usually not worth it from an exp. perspective.  Also, there weren&#039;t any tools to keep track of them in-game and it was really difficult to discover them on your own - you typically had to read about them on a website to know what was there and if the reward was decent.  At higher levels I tried some of the epic like quests, which were really cool, but that was about it.

WoW and games like it are terrible for just exploring and looking for things you can kill.  Zone progression is conveniently laid out for the player along with a slew of quests in each zone that can add much exp. on top of what players get for mob kills.  One of my favorite things to do in EQ was to run around and discover new places to hunt.  I tried running around zones in WoW in the same way, but found it to be a completely worthless and boring experience.  You could never find a new place to hunt because zones typically progress out from cities.  So you are encouraged not to explore, just follow the path in front of you and perform the quests in front of you and that&#039;s how you are supposed to play.  No discovery, no mystery, no real choices.

What I would love to see is a game where questing and just hunting without quests are viable forms of gaining exp.  Also, I&#039;d like to obtain nice items from both styles.  I&#039;d like to see more quests that take players to different parts of the world and more quests that weren&#039;t just the &quot;do something and return to me&quot; type.
I&#039;d like to see more longer, multi-part quests, where each part could be done separately from the other parts.  I want to be able to play the way that I want to and not feel pushed into one particular style.</description>
		<content:encoded><![CDATA[<p>Moorgard said:</p>
<p>&#8220;Whether they choose to bundle it in tiny breadcrumbs that guide players through the game or leave things wide open, some will find it grindy and some will not.&#8221;</p>
<p>So why don&#8217;t game developers support both styles of play?  It seems like it wouldn&#8217;t be very hard to do.  I would have enjoyed more quests to do in EQ.  In EQ, questing was usually not worth it from an exp. perspective.  Also, there weren&#8217;t any tools to keep track of them in-game and it was really difficult to discover them on your own &#8211; you typically had to read about them on a website to know what was there and if the reward was decent.  At higher levels I tried some of the epic like quests, which were really cool, but that was about it.</p>
<p>WoW and games like it are terrible for just exploring and looking for things you can kill.  Zone progression is conveniently laid out for the player along with a slew of quests in each zone that can add much exp. on top of what players get for mob kills.  One of my favorite things to do in EQ was to run around and discover new places to hunt.  I tried running around zones in WoW in the same way, but found it to be a completely worthless and boring experience.  You could never find a new place to hunt because zones typically progress out from cities.  So you are encouraged not to explore, just follow the path in front of you and perform the quests in front of you and that&#8217;s how you are supposed to play.  No discovery, no mystery, no real choices.</p>
<p>What I would love to see is a game where questing and just hunting without quests are viable forms of gaining exp.  Also, I&#8217;d like to obtain nice items from both styles.  I&#8217;d like to see more quests that take players to different parts of the world and more quests that weren&#8217;t just the &#8220;do something and return to me&#8221; type.<br />
I&#8217;d like to see more longer, multi-part quests, where each part could be done separately from the other parts.  I want to be able to play the way that I want to and not feel pushed into one particular style.</p>
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		<title>By: Xorakis</title>
		<link>http://www.epicslant.com/2009/07/mmo-myths-iii-quests-arent-grindy/comment-page-1/#comment-1080</link>
		<dc:creator>Xorakis</dc:creator>
		<pubDate>Tue, 28 Jul 2009 04:30:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.epicslant.com/?p=1008#comment-1080</guid>
		<description>It is all about keeping the player entertained, which is easy to say but hard to figure out.  You can&#039;t win with xp grinding though quests.  If the quests are too long and complicated, it&#039;s not worth my time doing.  If the quests are easy then their boring, but players are going to go for the easy ones because of the time vs reward factor.  

The industry shifted from gaining xp through grouping in dungeons to solo questing.  The change was nice at first but after the 1000 quests the freshness has worn off.  I can&#039;t imagine how the next game designers are going to make quest hubs entertaining again, what can you really do with them?</description>
		<content:encoded><![CDATA[<p>It is all about keeping the player entertained, which is easy to say but hard to figure out.  You can&#8217;t win with xp grinding though quests.  If the quests are too long and complicated, it&#8217;s not worth my time doing.  If the quests are easy then their boring, but players are going to go for the easy ones because of the time vs reward factor.  </p>
<p>The industry shifted from gaining xp through grouping in dungeons to solo questing.  The change was nice at first but after the 1000 quests the freshness has worn off.  I can&#8217;t imagine how the next game designers are going to make quest hubs entertaining again, what can you really do with them?</p>
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		<title>By: gmail</title>
		<link>http://www.epicslant.com/2009/07/mmo-myths-iii-quests-arent-grindy/comment-page-1/#comment-1079</link>
		<dc:creator>gmail</dc:creator>
		<pubDate>Tue, 28 Jul 2009 02:54:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.epicslant.com/?p=1008#comment-1079</guid>
		<description>I&#039;ve long felt that quests are trivialized in modern RPG&#039;s - MMO&#039;s and otherwise.

I think it&#039;s absurd, why is your adventurer some petty errand boy, doing menial tasks for ever Tom, Dick, and Harry?  Experience should be awarded from things your character would be learning from - combat, obviously, and other more significant actions.

Oh look, I went to the hill over there and picked you 10 flowers.  Ka-ching!  It&#039;s just silly.  

I firmly believe MMO&#039;s would be well off entirely eliminating menial &quot;quests&quot; and making the few that remain epic - worthy of the name &quot;Quest&quot;.  Things that you&#039;re character could be proud he accomplished, much larger in scope.

Definitely NOT just a long chain of simply menial tasks either (Get me some of these, some of those, some of that, and I&#039;ll  then you can finish this &quot;epic&quot; (read: long and tedious) quest!

I honestly despair at what RPG&#039;s have fallen to.  I grew up on tabletop P&amp;P games; and today&#039;s MMO&#039;s (and, honestly, single player RPG&#039;s as well) are a pale, pale shadow when they should be a glorious evolution.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve long felt that quests are trivialized in modern RPG&#8217;s &#8211; MMO&#8217;s and otherwise.</p>
<p>I think it&#8217;s absurd, why is your adventurer some petty errand boy, doing menial tasks for ever Tom, Dick, and Harry?  Experience should be awarded from things your character would be learning from &#8211; combat, obviously, and other more significant actions.</p>
<p>Oh look, I went to the hill over there and picked you 10 flowers.  Ka-ching!  It&#8217;s just silly.  </p>
<p>I firmly believe MMO&#8217;s would be well off entirely eliminating menial &#8220;quests&#8221; and making the few that remain epic &#8211; worthy of the name &#8220;Quest&#8221;.  Things that you&#8217;re character could be proud he accomplished, much larger in scope.</p>
<p>Definitely NOT just a long chain of simply menial tasks either (Get me some of these, some of those, some of that, and I&#8217;ll  then you can finish this &#8220;epic&#8221; (read: long and tedious) quest!</p>
<p>I honestly despair at what RPG&#8217;s have fallen to.  I grew up on tabletop P&amp;P games; and today&#8217;s MMO&#8217;s (and, honestly, single player RPG&#8217;s as well) are a pale, pale shadow when they should be a glorious evolution.</p>
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		<title>By: Tesh</title>
		<link>http://www.epicslant.com/2009/07/mmo-myths-iii-quests-arent-grindy/comment-page-1/#comment-1078</link>
		<dc:creator>Tesh</dc:creator>
		<pubDate>Mon, 27 Jul 2009 22:26:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.epicslant.com/?p=1008#comment-1078</guid>
		<description>Laundry lists of body parts are boring.  Quests in tabletop gaming are more about the journey than checking off a list.  They are more about coming up with different ways to accomplish a goal than doing the exact same thing seventeen times in a row.  (The Quest for Glory games were great for that; a &quot;quest&quot; could be done very differently by a Paladin as opposed to a Thief.)

If Mankrik wanted me to go get the Tchotsky of Doom from Mount Rushless, but there were different ways to do so (again, why is it always combat?), I&#039;d be much more interested in his quest.</description>
		<content:encoded><![CDATA[<p>Laundry lists of body parts are boring.  Quests in tabletop gaming are more about the journey than checking off a list.  They are more about coming up with different ways to accomplish a goal than doing the exact same thing seventeen times in a row.  (The Quest for Glory games were great for that; a &#8220;quest&#8221; could be done very differently by a Paladin as opposed to a Thief.)</p>
<p>If Mankrik wanted me to go get the Tchotsky of Doom from Mount Rushless, but there were different ways to do so (again, why is it always combat?), I&#8217;d be much more interested in his quest.</p>
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		<title>By: Ferrel</title>
		<link>http://www.epicslant.com/2009/07/mmo-myths-iii-quests-arent-grindy/comment-page-1/#comment-1077</link>
		<dc:creator>Ferrel</dc:creator>
		<pubDate>Mon, 27 Jul 2009 15:29:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.epicslant.com/?p=1008#comment-1077</guid>
		<description>@Khronos

&lt;em&gt;Instead of having the quests or tasks originate from fixed npc’s that stand in town until the end of time, developers could simply imitate WAR’s Tome of Knowledge system and have these quests originate from the player.&lt;/em&gt;

I absolutely love this idea. LotRO also does this through deeds. It would be so much nicer to find an area, kill a mob and have your book say, &quot;Oh, Ferrel, Billy in Tiny town wants you to kill 25 of these and James of the Border Guard needs 10 of their feet.&quot; That would eliminate the quest hub as a starting point but keep them as an end or continuation point.</description>
		<content:encoded><![CDATA[<p>@Khronos</p>
<p><em>Instead of having the quests or tasks originate from fixed npc’s that stand in town until the end of time, developers could simply imitate WAR’s Tome of Knowledge system and have these quests originate from the player.</em></p>
<p>I absolutely love this idea. LotRO also does this through deeds. It would be so much nicer to find an area, kill a mob and have your book say, &#8220;Oh, Ferrel, Billy in Tiny town wants you to kill 25 of these and James of the Border Guard needs 10 of their feet.&#8221; That would eliminate the quest hub as a starting point but keep them as an end or continuation point.</p>
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		<title>By: Jason</title>
		<link>http://www.epicslant.com/2009/07/mmo-myths-iii-quests-arent-grindy/comment-page-1/#comment-1076</link>
		<dc:creator>Jason</dc:creator>
		<pubDate>Mon, 27 Jul 2009 14:58:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.epicslant.com/?p=1008#comment-1076</guid>
		<description>Using quests as the driving force is what made the Nessingwary quests in WoW so annoying.  &quot;Kill 10 of these.&quot;  &quot;Done? Great! Kill 10 of these that are in the exact same area and that you already killed 10 of but I hadn&#039;t assigned it to you yet.&quot;  &quot;Done? Fantastic! Now kill 10 of these other things that you&#039;ve killed about 30 of now but I hadn&#039;t assigned it to you yet so it didn&#039;t count, and they are in the same place you&#039;ve been for the past few hours.&quot; ...</description>
		<content:encoded><![CDATA[<p>Using quests as the driving force is what made the Nessingwary quests in WoW so annoying.  &#8220;Kill 10 of these.&#8221;  &#8220;Done? Great! Kill 10 of these that are in the exact same area and that you already killed 10 of but I hadn&#8217;t assigned it to you yet.&#8221;  &#8220;Done? Fantastic! Now kill 10 of these other things that you&#8217;ve killed about 30 of now but I hadn&#8217;t assigned it to you yet so it didn&#8217;t count, and they are in the same place you&#8217;ve been for the past few hours.&#8221; &#8230;</p>
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		<title>By: Khronos</title>
		<link>http://www.epicslant.com/2009/07/mmo-myths-iii-quests-arent-grindy/comment-page-1/#comment-1075</link>
		<dc:creator>Khronos</dc:creator>
		<pubDate>Mon, 27 Jul 2009 14:45:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.epicslant.com/?p=1008#comment-1075</guid>
		<description>&quot;The grind&quot; will probably never go away as it is inextricably part of character progression in all MMORPGs, even ordinary RPGs. I suppose we don&#039;t notice the grind in an ordinary RPG because the developers can simply worry about developing a specific story with a game mechanic, and are able to spend extra time on making the story and character progression more fluid. With MMOs, developers seem to be juggling different goals, and fluid game progression as well as world immersion seems to get dropped in the shuffle. 

What would probably a very simple solution to the fixed linear quest hub system and to the lack of motivation for world immersion / exploration would be the elimination of this fixed hub system. Instead of having the quests or tasks originate from fixed npc&#039;s that stand in town until the end of time, developers could simply imitate WAR&#039;s Tome of Knowledge system and have these quests originate from the player. Really, the whole purpose of the adventurer is to explore, see odd things in odd places, and then decide to meddle with it. See a cave inhabited by necromancers, you could get a quest to wipe them out and loot them. WAR&#039;s public quest system was a step in this direction, which took the quest hub system out of towns and placed it in the world.

Now if developers could figure out how to keep the character progression system from destroying their own content and from dividing the player base, they would have something interesting.</description>
		<content:encoded><![CDATA[<p>&#8220;The grind&#8221; will probably never go away as it is inextricably part of character progression in all MMORPGs, even ordinary RPGs. I suppose we don&#8217;t notice the grind in an ordinary RPG because the developers can simply worry about developing a specific story with a game mechanic, and are able to spend extra time on making the story and character progression more fluid. With MMOs, developers seem to be juggling different goals, and fluid game progression as well as world immersion seems to get dropped in the shuffle. </p>
<p>What would probably a very simple solution to the fixed linear quest hub system and to the lack of motivation for world immersion / exploration would be the elimination of this fixed hub system. Instead of having the quests or tasks originate from fixed npc&#8217;s that stand in town until the end of time, developers could simply imitate WAR&#8217;s Tome of Knowledge system and have these quests originate from the player. Really, the whole purpose of the adventurer is to explore, see odd things in odd places, and then decide to meddle with it. See a cave inhabited by necromancers, you could get a quest to wipe them out and loot them. WAR&#8217;s public quest system was a step in this direction, which took the quest hub system out of towns and placed it in the world.</p>
<p>Now if developers could figure out how to keep the character progression system from destroying their own content and from dividing the player base, they would have something interesting.</p>
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