| Username | Neverdyne |
| Real Name | Hans Schieber |
| Rank | Novice Member |
| Joined | April 21, 2008 |
| Gender | Male |
| Age | 20 |
| Location | Guatemala City, Guatemala |
| Last Visit | May 29, 2008 |
| Post Count | 16 |
| Biography | |
| Quote |
Alright, thanks. I also noticed The Chronicles of Spellborn might be it too.
Thanks! You can only dream I guess....
I think what you are saying is true, the sense of escaping reality and not only seeing the picture (like a movie) but also interacting inside the picture is one motive to play MMOs.
But there's also others, like the sense of community. The one thing that differentiates MMOs from mere RPGs. Being alone in that picture, or being with others in it. And this community also generates another motive, pride. If you accomplish something that many are trying to accomplish, you feel good.
And there's also the sense of "growth". It's written on our neural system; when we feel as if we are growing, we feel good. When your character gets that new sword that will make you hit much harder and looks cooler, you feel good.
Originally posted by katriell
Originally posted by Neverdyne
The perfect MMO would have not a single mindless quest, every quest would advance the story or world conflict in some way. You can only dream I guess.
Would these quests ACTUALLY have persistent effects on the world, visible to everyone, or would they still be utterly meaningless (ergo, even worse than the usual quests because these would be even more pretentious and fake)?
Well I suppose developers would have to get creative to make quest with an impact. But a game with a dynamic political system in place where three or more factions are involved could make such quests possible. I'll give an example quest:
Let's say you follow up a series of quests that started with the sudden death of an important diplomat of your faction. The quest takes you to a crossroad where YOU are the one to decide which enemy faction did it, and thus you take action against the nation you choose. Let's say you go and destroy the nearby outpost of the nation you chose, suddenly the political order in the world shifts a little and your nation is more likely to be at war with the nation you chose.
If the majority of players choose the same nation to attack, then after enough weight is added there your faction sends a battalion of NPCs to attack that nation's castle, and war starts.
Then a lot of people from your faction go to your faction's capital and vote to stop the war, and the NPC battalions are stopped, etc. There´s a lot of potential on a dynamic political system, these are just last minute examples.
That's nice. I think one of the most annoying things in today's MMOs is the incredible amount of mindless unimportant quests you have to do.
"Kill X amount of X mob."
"Go fetch me my book over there."
"Blah Blah Blah"
The perfect MMO would have not a single mindless quest, every quest would advance the story or world conflict in some way. You can only dream I guess.