Enishi wrote:
In WoW: Player talks to NPC. NPC gives quest; quests are one of a handful of menial tasks which repeat themselves over and over throughout the game, nothing special. The key however is that even this small variation in objectives exists, which is enough to keep the average mind mildly entertained. The lesson you might derive from this is the slight, repeating variation in purpose/activity. At the end of these quests is a quick but seemingly substantial reward: a piece of EQ slightly better than your last perhaps, gold, significant XP, etc. Enough to move some reward juices in your brain.
Compare this to current leveling in SK which is simply marching out to some player-recommended, mob-filled cave that you endlessly kill things and sleep in again and again until you are rewarded, in far longer intervals, with a level. This is rinsed and repeated without variation (except for the acquisition of new skills) until you feel it is necessary to find a cave with slightly stronger NPCs to kill. Speaking as my current character in terms of small rewards, my character has been using the exact same chance-found weapon since about expert level, and up until recently was wearing the exact same armor he wore since apprentice. That is all from many, many hours ago.
Forgive me if I misinterpret Enishi's ideas, but this was exactly the kind of thing that I was alluding to in my post from this morning.
Quests that integrate with leveling provides three things:
1. A break from the monotony of killing NPCs. You get to read a quest and perform a slightly different sequence of actions, at least.
2. A reward, no matter how marginal or insignificant. Hell, I've gotten a sense of accomplishment when I got equipment from a quest in WoW that was WORSE than what I was already wearing. "Gee, I guess my gear is so good that I'm beating out quest rewards for my level." Also, adding .25 additional dps is pretty insignificant except at the very beginning of the game. Yet, as a player, you feel that you are marginally more efficient and powerful. SK's levels give you satisfaction, yes, but it is hard to see the impact. Additionally, you can't even say that you gain satisfaction from new skills. The more efficient way to level is to only train what you absolutely need, and then train skills later on when they require less experience. This means that for the average status increase, you'll probably get one new skill/spell. And for non-casters, that's probably a passive skill.
3. An integration into the world. I would love to see quests that immersed a player into the history and culture of SK while giving them chances to level at the same time. Stepping aside the fact that killing the same NPCs over and over again are very boring, what is the MOTIVATION behind your actions? As a paladin, how do you justify killing prisoners in the ayamao outpost? The prisoners might get dangerous behind their LOCKED DOORS? Or killing goblins? "Oh no, they might rise up and demand voting rights!" Even as a generic gray- why kill the barbarians in the Tribal Grounds? What did those barbarians do to you? <insert complete b*llshit rp reason here>. Almost all players avoid asking questions like that because they know their own excuses are equally crappy.
Imagine a quest like thus, that teaches you about previous chars (which are just as important to SK as the one made up by Dulrik), the terrain of SK, the general politics AND gives you a chance to grind while feeling some sense of satisfaction:
me rambling wrote:
A legionnaire captain in Menegroth says,
"Welcome recruit. I have a task for you, to uphold the honor of the empire. To the north lies a great forest, formerly the Black Morass Swamp. Some damned druid- Ibudan, Ibudon, whatever his bloody name was- did some chicanery and turned the damned thing into a forest. I -liked- that swamp. Great to toss prisoners in and watch them get eaten alive by mosquitos.
Anyways, the forest ended up swallowing up an outpost we had in there. The guards all got run over by these tree hugging satyrs. Now, there's a lot of old banners and such in there with the mark of the Empire. Nothing to be used in a war or anything, but it's an embarassment on behalf of the empire to let some damn goats use it as outhouse wipe cloths. Go out there and get it back."
At this point the player could go out there, kill a lot of satyrs, get the equipment, come back and give it to the captain, and receive a small reward (a platinum coin or so).
At this point you know that the terrain to the north is a forest, you know the empire has a proud and arrogant culture, you get a militaristic sense of the culture, you learn about a player who made a dramatic change to the game that would otherwise be forgotten except by really old players, and you feel a sense of accomplishment and integration in the world by
completing this quest.
You feel like more than yet another grinder in a static world that wouldn't give a [REDACTED] if you deleted right now.
As Enishi pointed out, it is infeasible to ask the IMM staff to revamp the entire game this way. However, I would be unbelievably ecstatic if I heard that they were -trying- to move in this direction. Additionally, they could even call upon the playerbase for ideas/descriptions, wettrew style. Obviously the easiest new quests to incorporate would involve existing areas: for example, a quest that involved finding out a hidden leader among the ayamao outpost who is trying to stir them into rebelling. You would kill a lot of them until one of them drops a trinket that identified them as the leader. Something a bit more complicated than that would be nice, but that would be a great start.