[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


Pro:

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

  2. Players expect it.

Contra:

  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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