Filed under:
World of Warcraft,
Fantasy,
EverQuest,
EverQuest II,
Game mechanics,
Leveling,
Quests,
PvE,
Opinion

Bright Hub's Michael Hartman has a
bone to pick with quest-heavy games like
WoW and
EQII. He takes an extensive look at how quest-based advancement replaced the original Diku/
EQ-style monster-killing grind, but finds a whole new set of problems with the new method.
Hartman's main beef with the quest-based model is it's detrimental to grouping. "
Forced grouping is bad, but anti-grouping is even worse," he says. "
If people would LIKE to group with people, but the game discourages it, that is an absolutely terrible condition."
He also goes into other issues, like the reality of killing a supposedly unique foe, only to have it respawn for the next adventurer to take down; the lack of engaging story lines in most quests; and the fact most UIs assemble quest objectives like long to-do lists, making games that demand a lot of your time seem even more like a job. It's a thorough read for those interested in a contrary opinion of the way game design is moving.
Hartman: Questing's just another word for "grind" originally appeared on
Massively on Mon, 23 Mar 2009 13:00:00 EST. Please see our
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