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	<title>Comments for Virtual Femme</title>
	<link>http://virtualfemme.today.com</link>
	<description>Exploring Gaming and Game Design</description>
	<pubDate>Sat, 04 Jul 2009 16:40:34 +0000</pubDate>
	<generator>http://www.today.com/version-2.3.1</generator>
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		<title>Comment on Creating Quests in an Online Game by JediOfTheShire</title>
		<link>http://virtualfemme.today.com/2009/01/15/creating-quests-in-an-online-game/#comment-4971</link>
		<dc:creator>JediOfTheShire</dc:creator>
		<pubDate>Thu, 12 Feb 2009 22:47:31 +0000</pubDate>
		<guid>http://virtualfemme.today.com/2009/01/15/creating-quests-in-an-online-game/#comment-4971</guid>
		<description>The formatting messed up on me, replace what looks similar above with this:

When you?re grinding mobs for xp:
kill 10 mobs
-repeat-
you level

When you?re questing for xp it?s only slightly more complicated:
talk to npc first
kill 10 of a specific mob
return to npc
-repeat-
you level</description>
		<content:encoded><![CDATA[<p>The formatting messed up on me, replace what looks similar above with this:</p>
<p>When you?re grinding mobs for xp:<br />
kill 10 mobs<br />
-repeat-<br />
you level</p>
<p>When you?re questing for xp it?s only slightly more complicated:<br />
talk to npc first<br />
kill 10 of a specific mob<br />
return to npc<br />
-repeat-<br />
you level</p>
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		<title>Comment on Creating Quests in an Online Game by JediOfTheShire</title>
		<link>http://virtualfemme.today.com/2009/01/15/creating-quests-in-an-online-game/#comment-4969</link>
		<dc:creator>JediOfTheShire</dc:creator>
		<pubDate>Thu, 12 Feb 2009 22:43:49 +0000</pubDate>
		<guid>http://virtualfemme.today.com/2009/01/15/creating-quests-in-an-online-game/#comment-4969</guid>
		<description>While I am all for reverting to the EverQuest mob grind, and quests that had some meaning (I loved crafting my Trueshot bow!), I think the gamers being targeted by modern games would be lost in such a world.

I know plenty of people that would not touch a game without quests the way they are today (the endless Let's-find-a-new-excuse-to-get-them-to-kill-or-click-a-certain-creature-or-object-X-times) and i'm not sure most of the people that play WoW are much different. Even if WoW players are discontent with quest design WoW's gameplay is not conducive to the mob-grind style of play found in EverQuest. Everything happens too fast in WoW, people would be camping square miles in-game because they could kill so fast and move so quickly.

But so what is the solution? Epic-style questing would work if the game's experience gaining system was excluded from the questing system mostly if not completely. Why do I say this? Because people would seek out those quests solely for experience because as they are in games today quests give bonus experience for killing specific mobs that you would probably be killing anyway.

When you're grinding mobs for xp:
kill 10 mobs

you level

When you're questing for xp it's only slightly more complicated:
talk to npc first
kill 10 of a specific mob
return to npc


Now I haven't studied it enough to know, but it seems to me like you will probably end up killing about the same number of mobs either way, questing just puts a middle man in between the kills and the experience for you. I've heard this explained as "giving the players a sense of accomplishment" and while it may work for some people this blog entry's existance is evidence that it doesn't work for everyone.

Now I understand that questing serves other purposes, such as advancing the story and producing items, but since experience gain in indeed the driving force in an MMO (we couldn't have any of these games without levels now could we?) everything else plays second fiddle to the accrument of experience.

Close in priority to experience is loot. While level is the most important determining factor for power when two similarly leveled players walk into the same situation the one with better gear will prevail.

Last in priority is lore. Someone recently said to me "Knowledge is cheap. You can just go look up whatever you want to know on the internet" and I cannot find flaw in the sentiment. Yes, for those of us interested in the story we can read quests, but in the end we can be at max level, have the best gear in the game, have never read an ounce of lore we didn't have to and look up everything on-line and become our guilds resident lore guru. In this way the value of quests cannot really be counted in terms of lore for the masses, but simply a leveling/looting mechanism.



Is there another way to level besides grinding mobs or grinding mobs under the guise of questing? If you imagine your favorite MMO without textures on the landscapes, and instead blank grey/white tiles you will see in outdoor zones a lumpy sheet, covered in creatures to kill. You gain levels by killing those creatures, whether for quests or otherwise. This is a very one-dimensional concept. Sure I guess exploring places can give some experience, but in the end there is very little else to do that progresses your character in levels.

How else should we give experience?  Yes, questing can be dull, but it seems to me that the only alternative is reverting to the EQ grind. Please! Prove me wrong! I want to be wrong!</description>
		<content:encoded><![CDATA[<p>While I am all for reverting to the EverQuest mob grind, and quests that had some meaning (I loved crafting my Trueshot bow!), I think the gamers being targeted by modern games would be lost in such a world.</p>
<p>I know plenty of people that would not touch a game without quests the way they are today (the endless Let&#8217;s-find-a-new-excuse-to-get-them-to-kill-or-click-a-certain-creature-or-object-X-times) and i&#8217;m not sure most of the people that play WoW are much different. Even if WoW players are discontent with quest design WoW&#8217;s gameplay is not conducive to the mob-grind style of play found in EverQuest. Everything happens too fast in WoW, people would be camping square miles in-game because they could kill so fast and move so quickly.</p>
<p>But so what is the solution? Epic-style questing would work if the game&#8217;s experience gaining system was excluded from the questing system mostly if not completely. Why do I say this? Because people would seek out those quests solely for experience because as they are in games today quests give bonus experience for killing specific mobs that you would probably be killing anyway.</p>
<p>When you&#8217;re grinding mobs for xp:<br />
kill 10 mobs</p>
<p>you level</p>
<p>When you&#8217;re questing for xp it&#8217;s only slightly more complicated:<br />
talk to npc first<br />
kill 10 of a specific mob<br />
return to npc</p>
<p>Now I haven&#8217;t studied it enough to know, but it seems to me like you will probably end up killing about the same number of mobs either way, questing just puts a middle man in between the kills and the experience for you. I&#8217;ve heard this explained as &#8220;giving the players a sense of accomplishment&#8221; and while it may work for some people this blog entry&#8217;s existance is evidence that it doesn&#8217;t work for everyone.</p>
<p>Now I understand that questing serves other purposes, such as advancing the story and producing items, but since experience gain in indeed the driving force in an MMO (we couldn&#8217;t have any of these games without levels now could we?) everything else plays second fiddle to the accrument of experience.</p>
<p>Close in priority to experience is loot. While level is the most important determining factor for power when two similarly leveled players walk into the same situation the one with better gear will prevail.</p>
<p>Last in priority is lore. Someone recently said to me &#8220;Knowledge is cheap. You can just go look up whatever you want to know on the internet&#8221; and I cannot find flaw in the sentiment. Yes, for those of us interested in the story we can read quests, but in the end we can be at max level, have the best gear in the game, have never read an ounce of lore we didn&#8217;t have to and look up everything on-line and become our guilds resident lore guru. In this way the value of quests cannot really be counted in terms of lore for the masses, but simply a leveling/looting mechanism.</p>
<p>Is there another way to level besides grinding mobs or grinding mobs under the guise of questing? If you imagine your favorite MMO without textures on the landscapes, and instead blank grey/white tiles you will see in outdoor zones a lumpy sheet, covered in creatures to kill. You gain levels by killing those creatures, whether for quests or otherwise. This is a very one-dimensional concept. Sure I guess exploring places can give some experience, but in the end there is very little else to do that progresses your character in levels.</p>
<p>How else should we give experience?  Yes, questing can be dull, but it seems to me that the only alternative is reverting to the EQ grind. Please! Prove me wrong! I want to be wrong!</p>
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		<title>Comment on Creating Quests in an Online Game by Longasc</title>
		<link>http://virtualfemme.today.com/2009/01/15/creating-quests-in-an-online-game/#comment-4909</link>
		<dc:creator>Longasc</dc:creator>
		<pubDate>Fri, 30 Jan 2009 18:27:48 +0000</pubDate>
		<guid>http://virtualfemme.today.com/2009/01/15/creating-quests-in-an-online-game/#comment-4909</guid>
		<description>Peter is quite right. Daily Quests in WoWcraft are indeed daily labor tasks.

Today's "Quests" are far away from the destiny changing adventures and quests of arthurian legends...^^

True Virtual Worlds work nicely without quests - Ultima Online had none, only player, GM or "server" run events, most of them unique in nature.

Quests are not bad per se, but they cannot make up for design flaws. Questing cannot compensate for a lack of interaction with the environment e.g..</description>
		<content:encoded><![CDATA[<p>Peter is quite right. Daily Quests in WoWcraft are indeed daily labor tasks.</p>
<p>Today&#8217;s &#8220;Quests&#8221; are far away from the destiny changing adventures and quests of arthurian legends&#8230;^^</p>
<p>True Virtual Worlds work nicely without quests - Ultima Online had none, only player, GM or &#8220;server&#8221; run events, most of them unique in nature.</p>
<p>Quests are not bad per se, but they cannot make up for design flaws. Questing cannot compensate for a lack of interaction with the environment e.g..</p>
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		<title>Comment on Creating Quests in an Online Game by Cambios</title>
		<link>http://virtualfemme.today.com/2009/01/15/creating-quests-in-an-online-game/#comment-3999</link>
		<dc:creator>Cambios</dc:creator>
		<pubDate>Sun, 18 Jan 2009 06:34:55 +0000</pubDate>
		<guid>http://virtualfemme.today.com/2009/01/15/creating-quests-in-an-online-game/#comment-3999</guid>
		<description>Funny you should suggest that Peter, we (*fails to continue talking as he is bound and gagged from spilling the beans*).</description>
		<content:encoded><![CDATA[<p>Funny you should suggest that Peter, we (*fails to continue talking as he is bound and gagged from spilling the beans*).</p>
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		<title>Comment on Creating Quests in an Online Game by Peter</title>
		<link>http://virtualfemme.today.com/2009/01/15/creating-quests-in-an-online-game/#comment-3859</link>
		<dc:creator>Peter</dc:creator>
		<pubDate>Fri, 16 Jan 2009 17:45:27 +0000</pubDate>
		<guid>http://virtualfemme.today.com/2009/01/15/creating-quests-in-an-online-game/#comment-3859</guid>
		<description>Great topic. Never thought about it like this.

Current Quest types should be named Tasks and Quests should be left as the Epic stuff.</description>
		<content:encoded><![CDATA[<p>Great topic. Never thought about it like this.</p>
<p>Current Quest types should be named Tasks and Quests should be left as the Epic stuff.</p>
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		<title>Comment on Creating Quests in an Online Game by Cambios</title>
		<link>http://virtualfemme.today.com/2009/01/15/creating-quests-in-an-online-game/#comment-3848</link>
		<dc:creator>Cambios</dc:creator>
		<pubDate>Fri, 16 Jan 2009 16:00:27 +0000</pubDate>
		<guid>http://virtualfemme.today.com/2009/01/15/creating-quests-in-an-online-game/#comment-3848</guid>
		<description>I am fed up with the quest obsessed gameplay. My biggest gripe though is how they kill grouping. It is almost impossible for people to stay at the same point in various quest chains, so you're either catching someone else up, getting caught up, or just getting left behind. And how often does someone join, have you catch them up, then bail when it is time to actually do the steps YOU need?

If friends login, they can't just hop right into the action. If someone leaves, you have to either move on with him or everyone stops.

In the old days of "grinding mobs", it was totally seamless as people joined or left. Sometimes you changed where you fought, but it was not a huge problem. 

There needs to be some major changes made in the whole "quest" concept - especially as it relates to story telling. Quests do a HORRIBLE job at telling stories as currently implemented in MMOs.</description>
		<content:encoded><![CDATA[<p>I am fed up with the quest obsessed gameplay. My biggest gripe though is how they kill grouping. It is almost impossible for people to stay at the same point in various quest chains, so you&#8217;re either catching someone else up, getting caught up, or just getting left behind. And how often does someone join, have you catch them up, then bail when it is time to actually do the steps YOU need?</p>
<p>If friends login, they can&#8217;t just hop right into the action. If someone leaves, you have to either move on with him or everyone stops.</p>
<p>In the old days of &#8220;grinding mobs&#8221;, it was totally seamless as people joined or left. Sometimes you changed where you fought, but it was not a huge problem. </p>
<p>There needs to be some major changes made in the whole &#8220;quest&#8221; concept - especially as it relates to story telling. Quests do a HORRIBLE job at telling stories as currently implemented in MMOs.</p>
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		<title>Comment on Writing for Wikipedia - To Do or Not to Do? by ravyn</title>
		<link>http://virtualfemme.today.com/2009/01/13/writing-for-wikipedia-to-do-or-not-to-do/#comment-3804</link>
		<dc:creator>ravyn</dc:creator>
		<pubDate>Fri, 16 Jan 2009 06:07:19 +0000</pubDate>
		<guid>http://virtualfemme.today.com/2009/01/13/writing-for-wikipedia-to-do-or-not-to-do/#comment-3804</guid>
		<description>My thesis adviser told me that he tended to recommend putting conclusions from one's thesis on Wikipedia once it was finished.  I never got around to it because I had a rather odd topic, and given the hostility I'm seeing from it, I think I'm going to keep my work on my computer where it belongs.

(Besides, "Why Silicon-based Life is Unsustainable" would make a sweet blog topic.)</description>
		<content:encoded><![CDATA[<p>My thesis adviser told me that he tended to recommend putting conclusions from one&#8217;s thesis on Wikipedia once it was finished.  I never got around to it because I had a rather odd topic, and given the hostility I&#8217;m seeing from it, I think I&#8217;m going to keep my work on my computer where it belongs.</p>
<p>(Besides, &#8220;Why Silicon-based Life is Unsustainable&#8221; would make a sweet blog topic.)</p>
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		<title>Comment on Creating Quests in an Online Game by Outsider</title>
		<link>http://virtualfemme.today.com/2009/01/15/creating-quests-in-an-online-game/#comment-3798</link>
		<dc:creator>Outsider</dc:creator>
		<pubDate>Fri, 16 Jan 2009 05:24:18 +0000</pubDate>
		<guid>http://virtualfemme.today.com/2009/01/15/creating-quests-in-an-online-game/#comment-3798</guid>
		<description>Ah, quests.  They are getting very stupid and played out.  I remember playing WoW on Horde side, shortly after the release of Burning Crusade.  I noticed that in the span of about three levels, I had to do two different quests that involved crap(literally!).  In one, you had to collect some droppings for some reason.  In the other, some creature had eaten a key, and you had to sift through it's crap to get it.  It's like some Blizzard dev thought to himself "I bet I can get 9 million idiots to sift through crap.  Twice."

The only quests I really enjoyed were the random newspaper quests in City of Villains.  They made it feel like you were being somewhat proactive for your own interests, rather than playing lackey for somebody.  They also didn't waste time with "collect 10 bohemian earspoons".  They tended to be pretty fun, even when doing them repeatedly, due to their randomness.</description>
		<content:encoded><![CDATA[<p>Ah, quests.  They are getting very stupid and played out.  I remember playing WoW on Horde side, shortly after the release of Burning Crusade.  I noticed that in the span of about three levels, I had to do two different quests that involved crap(literally!).  In one, you had to collect some droppings for some reason.  In the other, some creature had eaten a key, and you had to sift through it&#8217;s crap to get it.  It&#8217;s like some Blizzard dev thought to himself &#8220;I bet I can get 9 million idiots to sift through crap.  Twice.&#8221;</p>
<p>The only quests I really enjoyed were the random newspaper quests in City of Villains.  They made it feel like you were being somewhat proactive for your own interests, rather than playing lackey for somebody.  They also didn&#8217;t waste time with &#8220;collect 10 bohemian earspoons&#8221;.  They tended to be pretty fun, even when doing them repeatedly, due to their randomness.</p>
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		<title>Comment on Writing for Wikipedia - To Do or Not to Do? by milawe</title>
		<link>http://virtualfemme.today.com/2009/01/13/writing-for-wikipedia-to-do-or-not-to-do/#comment-3574</link>
		<dc:creator>milawe</dc:creator>
		<pubDate>Wed, 14 Jan 2009 05:06:12 +0000</pubDate>
		<guid>http://virtualfemme.today.com/2009/01/13/writing-for-wikipedia-to-do-or-not-to-do/#comment-3574</guid>
		<description>Someone asked me to list some of the Editors to beware of, but I wanted to list Editors that have seem incredibly fair and unbiased to me, regardless of how the viewed the situation.

&lt;strong&gt;Protonk&lt;/strong&gt; - This guy is calm, cool, rational, and will tell you what's what without being a dick.

&lt;strong&gt;Scandum&lt;/strong&gt; - Knows his stuff.  Doesn't take shit.  Willing to do some tough researching.  Tends to be very careful about deleting anything and pretty bold about adding things.

&lt;strong&gt;Phil Sandifer&lt;/strong&gt; - Zealous about defending games in general, and he's serious about good sourcing. 

&lt;strong&gt;Fred Bauder &lt;/strong&gt;- Another person willing to defend the obscure and slightly off the beaten track.  Calm, cool, doesn't fly off the handle or get overly invested.

&lt;strong&gt;J.delanoy&lt;/strong&gt; - Never really got involved in the Threshold thing, but one of the most patient and helpful admins out there.  He seems like a very behind the scenes guy, but definitely a defender of the weak.

&lt;strong&gt;Neurolysis&lt;/strong&gt; - This guy is pretty passionate about Wikipedia and never really got involved in the Threshold thing either except to listen with an open mind about the banning.  

I've left out some good people here, I think, but I could really only discuss the ones I had serious interactions with.  I don't count them as helpful because they were "on our side".  I simply believe their attitude is one of inclusion and production rather than deletion.

I'll update with a list of "Run for your life" admins at a different time.  Their sketchiness continues to manifest itself in bizarre ways.</description>
		<content:encoded><![CDATA[<p>Someone asked me to list some of the Editors to beware of, but I wanted to list Editors that have seem incredibly fair and unbiased to me, regardless of how the viewed the situation.</p>
<p><strong>Protonk</strong> - This guy is calm, cool, rational, and will tell you what&#8217;s what without being a dick.</p>
<p><strong>Scandum</strong> - Knows his stuff.  Doesn&#8217;t take shit.  Willing to do some tough researching.  Tends to be very careful about deleting anything and pretty bold about adding things.</p>
<p><strong>Phil Sandifer</strong> - Zealous about defending games in general, and he&#8217;s serious about good sourcing. </p>
<p><strong>Fred Bauder </strong>- Another person willing to defend the obscure and slightly off the beaten track.  Calm, cool, doesn&#8217;t fly off the handle or get overly invested.</p>
<p><strong>J.delanoy</strong> - Never really got involved in the Threshold thing, but one of the most patient and helpful admins out there.  He seems like a very behind the scenes guy, but definitely a defender of the weak.</p>
<p><strong>Neurolysis</strong> - This guy is pretty passionate about Wikipedia and never really got involved in the Threshold thing either except to listen with an open mind about the banning.  </p>
<p>I&#8217;ve left out some good people here, I think, but I could really only discuss the ones I had serious interactions with.  I don&#8217;t count them as helpful because they were &#8220;on our side&#8221;.  I simply believe their attitude is one of inclusion and production rather than deletion.</p>
<p>I&#8217;ll update with a list of &#8220;Run for your life&#8221; admins at a different time.  Their sketchiness continues to manifest itself in bizarre ways.</p>
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		<title>Comment on Writing for Wikipedia - To Do or Not to Do? by Cambios</title>
		<link>http://virtualfemme.today.com/2009/01/13/writing-for-wikipedia-to-do-or-not-to-do/#comment-3571</link>
		<dc:creator>Cambios</dc:creator>
		<pubDate>Wed, 14 Jan 2009 03:38:42 +0000</pubDate>
		<guid>http://virtualfemme.today.com/2009/01/13/writing-for-wikipedia-to-do-or-not-to-do/#comment-3571</guid>
		<description>What you touch on here is another of the serious problems with the deletionist movement on Wikipedia. It is not just about interesting or useful bits of information that or lost when they get deleted. We have to also keep in mind all the potential information that will NEVER EVEN BE WRITTEN for fear it will just be deleted.

If I were someone who might potentially create an article about something new and different, reading a story like this would totally kill my desire. Why spend hours sourcing and crafting a well written article just to have some snot nosed twit, bucking for adminhood, come along and delete it?

No thanks.</description>
		<content:encoded><![CDATA[<p>What you touch on here is another of the serious problems with the deletionist movement on Wikipedia. It is not just about interesting or useful bits of information that or lost when they get deleted. We have to also keep in mind all the potential information that will NEVER EVEN BE WRITTEN for fear it will just be deleted.</p>
<p>If I were someone who might potentially create an article about something new and different, reading a story like this would totally kill my desire. Why spend hours sourcing and crafting a well written article just to have some snot nosed twit, bucking for adminhood, come along and delete it?</p>
<p>No thanks.</p>
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