Re: Quest orbs
Posted: 08 Apr 2014 12:14
I also like the idea of portable orbs so as to make it more roleplayable. Normally, I'd just copy/paste into notepad++ and work from that file, but I think the fact that you receive an orb with a clue and set off to a new land in order to accomplish a mission is pretty amazing. What's a non-intellectual going to do otherwise? Sit down and take notes on a parchment?
It's good that we try to alter the players routine by doing this or that (I'm guessing that's the reason why we should "go back to Sparkle"), but we should think about the things we can be flexible on, and things we can't. Quest orbs, I'd say, aren't that big of a deal... What's the alternative? That people paste into documents, or just plain use quest walkthroughs...
What makes a game like this so interesting? Is it sitting down 4-5 hours taking notes and thinking about the syntax that a wizard used to make this thing possible? Maybe in the 90's...
Nowadays? Interaction, interaction, interaction. Roleplay, roleplay, roleplay. That's it! That's why events are so successful. People want to come and interact, be it to hate one another, to kill something together, or to roleplay a situation. That's what people like - drama. Figuring out a quest might be fun, but really... I think the player base is 30+ here, and not everyone has the time for that.
I'm quite new, still, but i've stayed (on and off because of RL problems that STILL aren't solved yet - now thats a quest! ). Why? Not because of the quests, really. The quests are really fun (some of them) but only if they're part of a guild joining process, or for a special item, but just to get some qxp? Nah... I've stayed because of the roleplay possibilities, because of the people, because of the original and wonderful material that these guilds have to offer, and because I like using my imagination. That's it.
Just my two cents
It's good that we try to alter the players routine by doing this or that (I'm guessing that's the reason why we should "go back to Sparkle"), but we should think about the things we can be flexible on, and things we can't. Quest orbs, I'd say, aren't that big of a deal... What's the alternative? That people paste into documents, or just plain use quest walkthroughs...
What makes a game like this so interesting? Is it sitting down 4-5 hours taking notes and thinking about the syntax that a wizard used to make this thing possible? Maybe in the 90's...
Nowadays? Interaction, interaction, interaction. Roleplay, roleplay, roleplay. That's it! That's why events are so successful. People want to come and interact, be it to hate one another, to kill something together, or to roleplay a situation. That's what people like - drama. Figuring out a quest might be fun, but really... I think the player base is 30+ here, and not everyone has the time for that.
I'm quite new, still, but i've stayed (on and off because of RL problems that STILL aren't solved yet - now thats a quest! ). Why? Not because of the quests, really. The quests are really fun (some of them) but only if they're part of a guild joining process, or for a special item, but just to get some qxp? Nah... I've stayed because of the roleplay possibilities, because of the people, because of the original and wonderful material that these guilds have to offer, and because I like using my imagination. That's it.
Just my two cents
