Quest Length
I have tried to introduce DDO to a fairly decent sized pool of players over the years. Today not one of those players is still actively playing DDO.
In real life I have sat down with a baker’s dozen of these players in a series of “round table discussions with adult beverages” and talked about DDO as well as their preferred MMORPG and what they saw as the differences. These players are seasoned veteran players in their game of choice and I was fairly shocked, okay maybe not the right term but that’s another story, with their reasoning.
Quest Length was an answer I heard over and over from these players. To be honest I have heard that answer before so I pressed a little trying to further understand these players’ issues.
- A lot of time is spent zoning and doing admin work in DDO, that’s time you are not spent questing.
- Well it is nice not to have a five minute run to where ever the quests are located, you feel more engaged running than clicking this guy for the quest and then that guy to advance the quest than click that door and zone.
As a note I am not sure which quests you have to talk to more than one NPC but it was almost unanimous opinion from the people I talked to.- I ran a number of quests that took about five to ten minutes a piece, add the three to five minutes you spend outside of the quest getting to the next one it seems like such a waste.
From the perspective of these players in general [it wasn’t unanimous] they want to spend about 15 minutes to an hour in a zone running three, maybe as many as six quests at a time, zone out and do the few minutes’ worth of admin, bio, and so forth, than zone into the next quest zone.
We talked about the quests they liked:
- Misery’s Peak
- Waterworks
- Proof is in the Poison
- The Tear of Dhakaan
- Gwylan’s Stand
- Stormcleave
Quests that were somewhere in the middle
- Irestone Inlet
- The Depths series
- The Smuggler’s Warehouse
- A Man Named Baudry Cartamon
- Information is Key
And those that were not liked
- Cannith Crystal
- Heyton's Rest
- Necromancer’s Doom
- The solo quests – Arachnophobia, The Miller’s Debt, Home Sweet Sewer
- The Captives
There was a lot more discussion on what would improve game play in terms of quest length. One of the comments that got lots of play from my friends was the idea of combining thematically similar existing zones together to create larger zones.
One example would be combining Heyton's Rest, Necromancer's Doom and Arachnophobia into a single zone, have all three quest givers either right outside the quest or in an entrance foyer.
Once we that came out we started talking about other quests zones that should be combined. One that came out immediately, the Warehouse District in Stormreach.
Without question parts of those quests would need to be redesigned.
A Man Named Baudry Cartamon is now placed where Tambor is located in the Harbor. He directs you into the zone to talk to Tambor and set the traps. Once that is complete you are directed to find Harmon who wants to destroy the boxes holding Hazadill's shipments, and collect a token from an artifact crate hidden a crate somewhere in the lower section of the warehouse.
Smuggler's Warehouse Fitzpat is located next to Baudry and throughout the entire warehouse his gems are hidden. Find ten and return.
Kobolds' New Ringleader Guard Jung has lost his badge and some kobold has it. Treasure drop from a Kobold. Find Bloodknuckle's and The Kobold chief who has allied with him, somewhere in the Upper Warehouse.
Stealthy Repossession Not sure how it would work so I left it off for now.
In closing, I know work on retrofitting old quests and dungeons clearly takes away from development of new content, something else I think the game sorely needs, however the individuals I talked to truly believed that creating longer and larger quest zones would keep them in the game longer than what they stayed.