In her recent blogpost on questing, Jewel (by the way now co-host of brand new MMO/gaming podcast Podtato together with Izlain!), ponders the way MMO questing has changed and developed over time, from a more forced group-centric activity to an either instanced or collective experience for soloers. It’s evident that our questing and leveling game has become a more solo-friendly affair in recent years, sometimes to the detriment of social dynamics. On the other hand, Bhagpuss speaks level-headed truth in his related comment on soloability being a popular request of many gamers ever since the dawn of the genre –
[…]Consequently we have a powerful received wisdom, promulgated by a very particular interest-group, that states that the be-all and end-all of Massively Multiple Roleplaying Games is social interaction and the true worth of those games is the friendships they foster. I don’t buy that. It doesn’t match my experience and I don’t believe it jibes with the way we’ve seen the genre develop over the last 15 or 20 years.
If solo-play is a playstyle, then soloability furthers playstyle variety and a more inclusive community from there (which of course you can totally not care for). One reason why WoW made it this big was because it embraced a much wider audience than its oldschool, hardcore predecessors. That’s right, the vanilla kids were mocked by vocal then-MMO veterans for being dirty casuals. With my 16hrs per week (net) raiding schedule, I was among the mocked which is all the more ironic seen from 2014.
It doesn’t matter what side you’re on and I certainly concur with the notion that a degree of hardship and purpose in games create cooperation by pushing our primal human buttons (for reference) – however, there are several ways to further group play in MMOs. I will always hold a torch for GW2 not trying to incentivize grouping via setup restrictions or tiresome, traditional grouping formulas. The game tore mental walls down for me when it first came out, walls that can never be reconstructed.
Incentivizing grouping is therefore a most interesting topic and preferably, developers will go for a bonus-approach rather than a malus one. This is what Wildstar is doing right now and I dare say to pretty positive effect: not only is grouping a must to gain coveted guild renown currency (few housing challenges aside that will let you collect very little renown at a time), it is a considerable boost to your experience gain while leveling. There is a clear advantage to coop play in Wildstar without crippling the casual solo player.
That brings me to another point about Wildstar’s questing game that is quite enjoyable. Yes, I’m managing to have fun while leveling up despite a very straightforward, traditional approach to questing! What ever is the meaning of this?
Wildstar’s questing highlights
Even the most fervent Wildstar advocates will probably agree that questing overall is one of this new MMO’s biggest shortcomings (besides the pretty abysmal UI and menu functionalities). There is not much in terms of innovative mechanics – there’s your standard fedex and kill quests with way too many markers, your escort and timed challenges as well as the odd special mission in which you control vehicles or get to memorize a sequence of XY (for the TBC players: Ogri’la bombing quests and Simon Says are back!). So far, so blah.
If you are opting for WoW-type questing in 2014, then at least do it right! To me, traditional questing is all about the pacing and fine touches; there is potential here for designers who can keep a steady and rewarding progression going, with an engaging storyline leading from place to place in comprehensive manner and some refreshing humor peppered across. Now, Wildstar is 50% tedious kill quests, it ain’t no lie – yet, there’s also great pacing and lots of variety for everything else.
I can live with slaying another twenty Snoglugs if my EXP bar shows satisfying progress or if there’s a serious chance for shinies or some unexpected encounter, which brings me to the important point: there are some increasingly enjoyable and epic moments with a fresh spin in Wildstar’s leveling curriculum! This game is full of surprises and good laughs, so this is where I’d like to give you just two examples (spoiler warning: if you’re sensitive to quest spoilers up to level 35ish, you should probably stop reading now):
Whitevale: The Odd Squirg Hat!
At some point on your journey through the beautiful snowy lands of Whitevale, you will encounter the Squirg, weird alien race of squid-heads having Cthulhu written all over them. The Squirg questline includes a variety of activities from running over them in hovercrafts, to impersonating one and finally attempting to throw squid hats on enemy faction players (for PvP realms) or NPCs. This marks the conclusion of a pretty insane run, rewarding the player with the Odd Squirg Hat item that doesn’t only cover half a Chua’s body but…speaks to the player in literal possession! I don’t know about you – but small stuff like that goes a long way with this here MMO player.
Farside: Low gravity high!
Having left Whitevale with some fuzzy feels (two words: lopp weddings!), the next map of Farside has quickly become one of my favorite MMO zones of all time as far as gameplay and atmosphere go. That’s quite the accolade so early into the game but no less deserved. As if the whole spacesuit and moon gravity simulation-thing (yay for moon jumps!) wasn’t enough, there are meteorites showering the landscape as you travel along until at some point sooner or later, your screen will go black with a message prompt, asking you to save the moon from impending disaster. Off you go, thrown into a chance scenario with random players running a drill into a huge meteor (and killing a mini-boss), so the good NPCs of Farside can enjoy another moon day. Of course there are goodies for the winning team!
Later on, as you explore the north-eastern parts of Farside, you discover Ravenous Ravine which is where the fun really starts. Pitch black part of the map, you will navigate by the light of your torchlight, fending off some of the spookiest deep sea-style creatures in the game thus far. The analogy of low gravity vs. underwater isn’t just fitting and smart, it is by far one of the most atmospheric places I’ve traversed in any MMO. So simple, such a small thing and yet to such great effect. More of that, please?
And there’s more, a lot more in Farside until you’ve lost your mind completely in one big acid trip with rainbows and vending machines attacking you, while your still-sane party members can’t see the mobs you’re fighting.
…I don’t know about you but to me, these are traditional quests worth having. My next 15 levels in Wildstar have a lot to live up to all of a sudden – fingers crossed!