Oh my god, a quest where you have to kill something in an MMO?
I am outraged
seriously, I doubt this is going to be the only type of Guildleve. They specifically said there were several types, and 'Kill X' is probably one of the types.
Also, what fun would it be to kill the Lord of Gargantuan Death Rabbits after navigating your way through David Bowie's Labyrinth as your first quest?
The worries and complaints about this quest and its description have little to do with the fact that it is monster slaying in an MMO, nor its level of difficulty, simplicity, or "epicness". What we (by which I mean I and in my egocentricity will include the rest of the speaking population) are worried about is the genuine lack of creativity it displays, given the powerhouse of monetary and personnel resources available to Square Enix. Is it really
too much to ask for all of the quests to be well thought out and interesting.
Sure, go out and kill 10 Bunnies of Wimpiness may get you out there and get you experience, killing the Bunnies of Wimpiness may even be fun; but common, isn't there a better way to propose it?
Here's an idea SE, so the character walks up to the Guildleve office, and the officer hands our hero a request from the local grocer to bring in a bushel of supplies from a farm that has been late in its deliveries, and baring that, deturmine the reason for the late delivery and amend the problem. Upon arriving, the hero discovers that the farm's fields have been ransacked, covered in small burrows and trenches. Upon closer inspection, our hero realizes that the culprits are a family of Bunnies of Wimpiness that have eaten all the crops. The hero kills the 10 Bunnies of Wimpiness and returns to town to report that the supplies should begin appearing again once a new crop has grown in.
This scenario is identical
to the one where you had to kill 10 Bunnies of Wimpiness right out, the difference is purpose
. When asked to kill 10 Bunnies of Wimpiniess, there is a purpose, but no progression, the hero has no interaction with the request. It exists, and he has to fulfill it. In my example, while admittedly not the epitome of good adventure writing or storytelling, the character plays a pivotal role in the way the quest progresses, it has both purpose (to investigate the late delivery) and progression. It's not like this isn't done in games already, we're not suggesting SE should do something revolutionary. Just that our expectations for our quests, all quests - not just most quests, are higher than "go out and kill things for leet loot". Edited, Aug 29th 2009 7:25pm by Hulan