"Story arcs" or "hub quest givers" have been used better in other games. I'm not sure the level lock-outs of CoH work in EQ (only place we have that now is the tutorial and Vox/naggy kills?). WoW does it with a range of success (sometimes they are really lame cut and paste of what you've done many times, but then again so is exterminating rats in EQ. Other times the lore in WoW is underwhelming at best...). Lots of console games do it... my fiancee was playing Skyrim which is clearly a sandbox-style game that lets you make choices that change your options. Fable is a game based entirely on this. All of it sounds like the old "Choose your own adventure" books to me. This is a good thing.
EQ has had aspects of it, it was more zone based than specific NPC based, but Velious alone was good for lore based questing. The newbie line (up to 50s at least) in The Serpent's Spine made a reasonable effort at this too.
It's funny really... EQ Devs could easily enhance this just by using old quest NPCs for more quests as expansions trail on. Some quests could continue for upgrades with the story continuing. Other quests could be fresh but logical to the NPC's place in the lore. The marsingers in Gfay come to mind, as does that ogre chef in the Feerott and so on. Shady in commonlands should breadcrumb you to all sorts of unsavory folks in Norrath...
gbaji wrote:
Remianen wrote:
gbaji wrote:
As I mentioned earlier, the player base has largely moved on with regard to this. The one idea I can think of is to create more story arcs that follow level progression. A game I really really liked (but unfortunately closed down) was City of Heroes, and they did this really really well. I enjoyed playing new characters, trying out new builds, and working through the story lines. Each story arc typically crossed about a 5 level range (and you couldn't get them once you leveled past them).
Not exactly true. Granted, that may have been past your time.
Hah. I actually forgot about that. Which is strange given that I used that specifically to pick up some accolades. My main point though was that this provided real color to the leveling process rather than just a grind. Higher level characters being able to go back and go through missions they missed on the way somewhat supports my argument. There were enough different paths to follow story-wise that you could easily level through a range and miss quite a few of them. This meant that there was plenty of stuff to do that kept you engaged and interested. And, more importantly, made leveling a new character less about getting to the top level, as traveling there through a series of such story lines. It was actually fun playing a lower level character, purely for the sake of playing that character.
EQ has nothing like this. I suppose the progression/partisan task lines in some of the newer expansions kinda qualify. But they still managed to make them more grind like then fun. In most cases, there are a number of quest givers, and each gives just a few tasks, but later ones often have dependencies on completing tasks, often from other quest givers. So instead of each one giving you a series of tasks that you complete in order, which make up an entire storyline, you get a mish mash of tasks that have requirements that aren't explicitly stated to you (requiring you to wander around randomly trying stuff, or looking them up here). CoH told you a story with each contact. Each contact had his/her own set of missions to do. And you could just run through their missions without having requirements that you had to discover on your own. They would also introduce you to new contacts, opening their story arcs up for you.
It was a far far more user friendly experience. Yes, some saw it as being "led by the nose" through content. But the content was fun. It wasn't frustrating hours wandering over here, then there. Then getting stuck on one task that was blocking you from being able to move on to tasks from other givers. I suppose EQ wanted them to be more integrated, and they succeeded at that, but I don't think that's really a better way to go. More importantly, the whole system scaled all the way up, and occupied you all the way up through leveling. I knew players who would "street sweep" in CoH for exp, and I always wondered why. Yes, you could just roam around in one area killing (er... arresting) bad guys. But the missions were so much vastly more fun (and challenging, but generally not horribly more), that to me, it was a no-brainer. And the scenery changed. That was nice.
Edited, Sep 16th 2015 4:41pm by gbaji