Home > Bronte > Thought of the Day: “Variable Quest Rewards” or “Choose Your Own MMO Adventure”

Thought of the Day: “Variable Quest Rewards” or “Choose Your Own MMO Adventure”

What if an NPC handed you the following quest text:

They Sent Assassins

Objective: Kill as many Goblin Assassins as you can.

Description

Have you ever seen a goblin, Bronte? They’re wretched little green-skinned monsters that love only two things: gold and themselves.

The Blackrock orcs have enlisted the aid of goblin assassins to kill our soldiers. If you look to the field in the north you can barely make out their silhouettes, sneaking about in the grass.

I need you to head out there and kill every goblin that you see. They need to learn that nobody messes with the Alliance!

Rewards:

  • 1 Goblin – 10 XP, 15 Copper
  • Between 1-5 Goblins – 30 XP, 45 Copper
  • Between 6-10 Goblins 60 XP, 1 Silver, 10 Copper
  • More than 15 Goblins 100 XP, 1 Silver 65 Copper
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Categories: Bronte
  1. December 13, 2010 at 8:59 pm

    thats a great idea; love it! hope to see it implemented in future mmos; makes partying more important.. tho kill stealing will play a bigger factor too

  2. December 14, 2010 at 9:08 pm

    Interesting but what would happen is this (using your example) – people would kill two goblins and then hand the quest in. Why? Because, per kill, you get the most xp and money for your effort compared to any of the other options. The system would be min/maxed and they’d look for the most optimal route.

    If the amount of xp and money per goblin exponentially increased, however, I think it’s most likely that people would calculate that killing 15 goblins minimum would be a good use of time therefore not choose to do any of the other options. So, as a quest designer, why put in options which are unlikely to get used?

  3. December 15, 2010 at 8:53 pm

    @Jomu: I agree, I think it would be very cool. One drawback though: what if a player pressed for time only completed the smallest task every time. Would he be able to level up with the sheer lack of XP granted?

    @Dragon: I think you are nitpicking my friend. I didn’t really calculate the values and put them up, I just made general approximations and patched together a thought. If you feel that the general player will opt for the most optimal route, then don’t you feel that by taking the option that takes the second least amount of overall XP, he is actually hurting himself, especially if you factor in travel time to the quest mob location and back?

    One solution could be to scale rewards and XP evenly. Second, you could raise the cap to something obscene, like kill 50 Goblins, making it a much less attractive option. But then again, that goes back to your point about bad quest design.

    I don’t have an answer to the problem, I just have a thought, but a thought that you have, knowing or inadvertently, suddenly transformed into an entire thought PROCESS. I’ll write up another post about this. Stay tuned 🙂

  1. December 16, 2010 at 4:45 pm
  2. December 21, 2010 at 7:14 pm

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