Dailies, Dungeons and Choices

Hey, everyone! I’m back from my week off, refreshed and renewed – thanks to Johnnie for holding down the fort in my absence.

As I’ve been reading back over the last couple of days in the blogosphere, the common thread that’s struck me is a lot of very interesting, intelligent discussion of some fairly high-level game concepts. It seems that change is still in the air, and people are looking at old concepts with “the future’s coming” eyes…

  • Nils has a really interesting piece on daily quests, focusing on the idea that dailies are driven by a fear of lossBy introducing an artificial limit of how often an activity can be conducted per day (/week), Blizzard also introduces a potential permanent loss. If you don’t do a daily today, it will be lost forever. Thus, you feel like you really should do the daily.
  • Straw Fellow has been considering randomised dungeons, and asking whether they’d help preserve a game’s longevityRandom dungeons would require a bit more attention than normal ones, as you couldn’t reliably predict the next encounter or puzzle. Randomized loot means there is potential to find an upgrade for everyone, unless you outgear the content of course. The track record of success with randomized dungeons is fairly high already, and the random nature ensures a good level of re-playability at least.
  • And Tobold’s been considering the issue of choice, and just what a game needs to offer to make a choice meaningfulIf the option to make the “wrong” choice disappears, then that is not really a choice any more. It is like the “choice” in a MMORPG whether you want to accept the quest to kill 10 foozles, or whether you want to those foozles without a quest and miss out on the quest reward.

What are your thoughts? Hate random dungeons? Feel that SWTOR will offer genuine choices? Love dailies? Put ‘em below!

All quotes taken directly from the respective blog post.


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