Laerazi said:
That said, I think the world would feel much more alive and meaningful if there were 100 epic multi-chain quests that each had a compelling story and cutscenes, instead of, say 3000 fetch/kill quests.
One of the major problem with long quest chains as opposed to wide quest hubs is quest synchronisation.
The Epic quests of LOTRO are a good example of this. Everyone is going to be on those quests (or nearly everyone). However, if you want a group for Book 3, chapter 6, you have to find people. And you get mostly:
- People who are on chapter 6, but can"t do it for now/are farming some stuff/are busy (ok, we can ignore them)
- People that are too low a level to be able to contribute for that encounter (ok, we can ignore them too)
- People who are not yet on chapter 6, and thus have no interest in helping you, since it"s not going to advance their quest
- People who"ve already finished chapter 6, and thus have no interest in helping you, since they"ve done it and they don"t get anything from it anymore.
and then, when you"re lucky, you find enough people that don"t fit in the 4 categories above to build a working group. Which, 6 months after launch, when the number of people in the zone is expressed in toes and fingers, isn"t going to happen.
If you have few long quest lines, the odds of finding somebody to help you is low. If you have multiple quest lines, you have better odds of having people in one of these at your stage, which is why you get the scattershot of 20 quests running at the same time.
The answer to this is quite simple: Allow people who don"t have the quest step to benefit from the quest.
Right now, if I help someone doing a quest I don"t have, I get the xp from the mobs being killed, and that"s all. It might be a bit better than solo grinding xp, but usually it"s not that much more interesting. But what if I could benefit from the quest. I help someone complete the quest step X, I should get a good chunk of quest XP, maybe as much as doing the quest, maybe a little less. If there"s gold to be had, I should get some share as well. And faction. Of course, you do this on group questlines. Solo questlines don"t require help, so no incentive for help is required (and you place solo questlines so people have things to do when they don"t have enought time to group).
Put incentive to people to help others advancing a quest they don"t have themselves, and suddendly, it"s a lot more easier finding a group to advance your quest. Or even do a quest for warrior A, then a quest for cleric B, then a quest for rogue C... The idea is to encourage people to play together - that"s what MMO are for. Instead of segregating them into little pockets of content with little chance of seeing someone else.