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The first generation of MMOG apps on social networks rely heavily on level advancement as motivation for players to keep playing. In the Mob Wars/Mobsters/Mafia Wars genre, the grind is driven by doing jobs to gain money and experience, and hence to level up.

We’re starting to see the introduction of quests into the social network based MMOGs as a way of alleviating the boredom that can set in with a primarily level advancement based game dynamic. But this can lead to a different sort of grind. There are a couple of good recent posts that are worth reading for people building MMOGs on the social networks that look at “quests as the new grind” in World of Warcraft, Lord of the Rings Online and other MMOGs.

Wolfshead first raised this topic last August when he wrote about the unintended consequences of quest based MMOs, primarily that:

* MMOGs become much more single player experiences
* There is a loss of community
* When the quests run out, players find themselves at a loss for what to do

His post is much more eloquent and considered than this summary and is worth reading when you have some time. He bemoans that the addition of rails (via quests) dimishes replayability. He revisited and updated his thoughts on the topic in March.

Over at Brighthub, Michael Hartman agrees with Wolfshead and says that quest based MMOGs are anti-group, repetitive and immersion disrupting. He says that quests change games into simple to-do lists.

Psycochild examines the grind in light of these perspectives and finds something to like about the grind of questing. Firstly, repetition is not inherently a bad characteristic of games. As he points out:

…games are all about repetition. Playing a simple game of Klondike Solitaire is pretty much all about repetition: looking for place to play a card, flipping over more cards, finding more places to play cards, eventually trying to win. Boring, right? Except people are eager to point out that solitaire is likely the most played games in Windows.

The truth is that most games are about repetition, even offline and non-computer games. Games usually have a set of rules that intentionally limit the options in the game. Klondike wouldn’t really be much of a game if you could just go through the piles and pick out the cards you need. So, you apply the rules repeatedly in the game to reach the eventual goal. From this perspective, “repetitive” describes 95% of games out there.

Secondly, he describes ways that the negative aspects of grinding can be mitigated through game design:

* Encourage players to do varied things
* Discourage boring behavior
* Provide alternative gameplay
* Encourage socialization

His post gives more detail on each of these points.

Ultimately, I think that we’ll see a lot more quest based game design in social games. Wolfshead sees World of Warcraft as the epitome of the quest based grind and says in his updated post:

It’s evident that WoW was designed to attract non-MMO gamers all along. Here are a few points that demonstrate this:

the simplicity of the interface (as noted by one of the interviewers)
the focus of quests for herding the player into new areas
the lack of challenge in the enemy encounters
the story revealed to players via the quests

In retrospect it’s almost as if WoW was designed to be one big tutorial for gamers new to MMOs. A MMO so easy and attractive that it’s greatest strength would always be in attracting new players (defined in industry parlance as “churn”).

Yet here we are 5 years later and all is not well. Eventually new MMO gamers become veteran gamers.

He is right from the point of view of an veteran gamer. But WoW is the biggest commercial success that the MMOG genre has ever had and indeed the biggest commercial success that the game industry has ever had. It succeeded precisely because it could entice new players, non-MMO gamers.

The social networks offer an opportunity for a huge number of non-MMO gamers (indeed people who would not consider themselves gamers at all) to be converted into MMO gamers. The social games so far have raced to far higher player numbers than any MMOG has in the past, precisely because they have gotten non-gamers to play. As a result, quests will be a very important component of game design on social networks for some time to come. It will be a long time before these new gamers become veteran gamers and become dissatisfied with quests.