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Dynamic quest content in 2013: GW2, FFXIV, and WoW

December 29, 2013 2 comments

Late last year I wrote a bit about my hopes for dynamic quest content in MMOs. Dynamic quest content was a promise to break away from a fixed linear content model where players are pushed along one or — if you were lucky — a few fixed questing tracks in a game. Once those were complete, players mostly had to wait until new content was released or perform some repetitive tasks, usually in the form of daily quests. This is killer for games whose entire existence is based on a persistent world.  Several games have incorporated dynamic content into their play models, so I thought it was worth taking a look back at my experiences with how they implemented this potentially ground-breaking technology.

Guild Wars 2

FrozenMawGuild Wars 2 was the first game to try and incorporate dynamic content.  Early on, running around in new zones was exciting.  Sure, every now and again you’d run into the same events, but overall it felt like every time you entered a zone, you’d end up having a slightly different gaming experience.  That was a huge plus, and I think it ultimately gave the game some good legs for both myself and my wife.  The problem was that even though the event chains were extensive, they weren’t random.  In fact, they were scripted along relatively narrow paths.  And true to form, players found a way to optimize the patterns.  I don’t think either of us is entirely sure when the change happened, but over time as players started figuring out patterns in zones and ArenaNet started adding more rewards for dynamic events, doing those events just stopped being fun.  The champion farm was born.  Masses of players would run in circles around zones knocking off supposedly challenging mobs like they were nothing to get some great rewards.  And they can get nasty about it if anyone messes up the cycle.  This was particularly bad in low level zones where new players can be exposed to that as some of their first gaming experiences.  All the complexity of the dynamic events boiled down into a circuit course with a mob of players that trivialized the encounters.

Final Fantasy XIV: A Realm Reborn

The amazing thing is that even if the model the Guild Wars 2 implemented wasn’t perfect, it’s started to permeate into other MMO contenders. Since I had given Final Fantasy XIV a try when it was first released, I decided to take advantage of my free month. I’d not really followed the games refurbishment, but I was particularly surprised to find out about the FATE system. One of friends told me about the FFXIV’s dynamic quests before I jumped in: “You have your story quests as well that are specific to you and your personal progression through the game, you have class quests for all the different classes, you have FATEs which are basically like guild wars style events, in fact almost EXACTLY the same events in some cases.”

I’m not going to be quite so favorable as to say FFXIVs FATEs were on par with Guild War 2’s dynamic quests, but they definitely had a lot of similarities.  Indicators on the mini-map alerted players in the region to crises that demand that players flock from all around.  They can last for for up to 15 minutes and have even less impact on the game world.  But they did make running around at least slightly more variable. Unlike GW2 dynamic events, however, players are incentivized to participate in FATES thanks to their experience rewards.  There were only enough story quests to level your main class so FATE circuits became one of the primary mechanisms for players to level up alternate classes. This was annoying because as with GW2, the events seemed to not scale terribly well past a certain threshold of players.  Ultimately, I didn’t play the game for more than a month or so.  I can’t say that the FATEs were the single reason, but they definitely didn’t help.

World of Warcraft: Mists of Pandaria

Which brings me to my most current gaming experience with dynamic events:  World of Warcraft’s Timeless Isle.  I’d stopped played World of Warcraft about a year ago, but the recent announcement for many changes to game in the next expansion at Blizzcon prompted a lot of my old friends to return to the game.  We’re going to see if Blizzard’s new “it’s more fun to play with friends” approach to design was as genuine as it seemed listening to them talk about it.  To my surprise, I found out that they’d been slowly adopting dynamic event content into their game as well.  Thunder Isle in patch 5.3 had a few small dynamic events and the Timeless Isle in patch 5.4 did away completely with scripted daily quests in favor of small little events on the Timeless Isle.

ZarhymEventWhen I first got to the Timeless Isle, I couldn’t help but notice was a few players seemingly running in a circuit.  It didn’t take long to figure out that there are a relatively fixed number of possible events and most people just run around looking for them.  As with FFXIV and GW2, Blizzard opted to place some small call-outs on the map to alert players to events and rare bosses spawning on the island.  Players also tend to call out when then events are up, resulting in mobs of players converging on whatever events happen to be active, just like the champion farms of Guild Wars 2.  Overall, there’s a decent range of larger events and smaller events on the island, but the number is so small that it becomes fairly repetitive quickly.  Blizzard’s announced there will be more content like this in Warlords of Draenor, so it’ll be interesting to see what they’ve learned and if they can expand on what seems like an growing experiment for the developers.

Observations

Based on the three games, I’ve come up with a few general observations about what I’d like to see in the next generation of dynamic quest content.

  • Most dynamic quests feel “right” for about 2-10 people, beyond that even if monsters scale in health based on the number of players the social dynamic seems to crumble.  Announcing the quests to crowded zones tends to draw too many people; it may be worth having several pools of events that can happen in a given zone based on how many people are around (e.g. if a zone is crowded, mostly large scale events designed to accommodate that many occur).
  • Cause and effect is still too predictable, and thus exploitable, by the general player base. Most zones seem to have too few events that get cycled through. Logging in results in less of a question of “what will I experience today?” than “when will I experience these events?” It’d be nice if the pool of possible events was large enough and variable enough that you might only see a given event once a week or so.
  • Dynamic content can tend to feel disconnected due to the events being somewhat isolated. Responding to individual crisis after individual crisis can feel a bit futile.  WoW and Guild Wars have implemented zone wide rewards for participating in certain events in a zone, but these still fall a bit short of a compelling reason why a character is running around after a point.  It’d be nice if maybe the game could string a few events together to create individual meta-objectives for players.
  • Dynamic content still mostly only impacts the game world locally.  In the best implementations, infrastructure and player services can be disrupted, but it’s almost always completely temporary and usually only a minor nuisance.  In the worst, the events do absolutely nothing to affect the game.  Ideally, it’d be better if a dynamic event affected a wider area. For example, a conflict a few zones over could noticeably affect prices or availability of goods to incentivize players to spread out and also give the world a larger sense of connectivity.

The introduction of dynamic quest content has definitely left a mark on the MMO genre and is becoming a fixture with new, redone, and old games. I’ve not been shy about how excited I am that these games are moving beyond linear content; but I’m also coming to realize that sometimes theory can only take you far. I don’t know yet what the future of dynamic content is going to be in MMOs, but it almost certainly is not yet mature. My hope is that someone can find a way to keep it fresh enough that we can avoid the compulsion to run around in circles waiting for random stimuli.  I’d rather wander and be pleasantly surprised, than feel like I’m piling in for the morning commute.

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