[MUD-Dev] Why significant rewards for quests are a bad thing

Ola Fosheim Grøstad <olag@ifi.uio.no> Ola Fosheim Grøstad <olag@ifi.uio.no>
Wed Mar 17 23:37:53 New Zealand Daylight Time 2004


  1. You can get players to play boring repetitive quests.

  2. Players expect it.


  1. You screw up the motivation for playing the quest at the right
  time. I.e. the player race through the quest when he needs a new
  axe rather than when he feels like questing. Most likely annoyed
  with any obstacles. Of course, mandatory quests are the worst.

  2. The quest becomes a documented tool breeding a bad questing
  culture, players refuse to help each other and tell you to go look
  it up on a website. (The problem isn't that it is listed on a
  website, but that you are expected to use the website rather than
  interacting with other players.)

Of course, the real problem with quests is that they all suck. :-)

Ola - http://folk.uio.no/olag/
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