How things can improve That issue has already been at least partially
addressed with the introduction of the scenarios in patch 5.1. In the
case of the Dominance Offensive, part of the lead-in quests for the
event involve the sudden appearance of Vol'jin, who is then told to head
where the scenario Dagger in the Dark begins. We see this as players,
and when we are asked to assist Vol'jin, the scenario seems like a
natural inclusion in the storyline.
More importantly, the events that occur in Dagger in the Dark are
later reflected in the overall storyline for the Dominance Offensive.
What you do in that scenario, and what you witness while you are in
there, has a direct effect on everything that comes after. Because of
this, the scenario has weight and substance within the game world, and
it feels like there is a definitive point, a reason for completing it.
It's that kind of treatment that should be applied to scenarios from
here on out. They aren't just a replacement for group quests. They've
evolved beyond that, and they have the potential of being a really
strong vehicle for delivering story in a significant way. It's just a
matter of figuring out how to weight them in the world, and I think
patch 5.1 shows that Blizzard is on the right track.
The good Cataclysm saw a marked reduction in daily quests. While some
factions like Therazane had chains of daily quests that could be
completed every day, others like Ramkahen relied solely on a tabard and
endless dungeon runs to gain reputation. For some this was fine, for
others, it felt like a marked reduction in available endgame content.
Mists marked the return of daily quests in spectacular fashion, offering
a dizzying array of new reputations and new daily quests to complete.
More importantly, it offered a story and a point to all of those
daily quests. The Tillers, the Order of the Cloud Serpent, the
Shado-pan, the Golden Lotus, the Klaxxi -- all of these factions had
reasons for you to be doing quests for them. As you did the quests,
stories played out in different ways. Each faction felt like it had its
own unique purpose, with a unique way of grinding out all of that
reputation. And each had its own story with its own unique ending, once
exalted reputation was reached.
It's a far cry from the days of Therazane, where one simply did
errands and didn't really get any significant story out of the bargain.
Now players are doing errands and performing tasks for these factions
for a reason, one that is explained and culminates in a unique climax
that ends up with something good for the player, to boot. It's taken
daily quests to a new space where they feel a little better than a chore
that one must complete every day.
The not-so-good You'll notice some factions are missing from the list
above. It's because while Mists did a wonderful job of offering more
daily quests, not all of these factions were presented in a way that
worked. While some seemed effortless and fun, others didn't really offer
the same experience. I did a series of reviews of each reputation grind
that highlights what worked and didn't work for each, so I won't go
further into that here -- but I would suggest that you take a look at
those articles if you're interested in individual factions.
However, there was one other glaring error to the daily quests system
that made a lot of players incredibly upset. Valor point rewards were
placed behind a reputation wall. If players wanted to spend their valor
points on rewards, they were pretty much required to complete the daily
quests in order to unlock those vendors. While the gear wasn't
necessarily needed to progress, it still felt like a brick wall placed
between the valor earned, and the items they could spend those points
on.
This had the unfortunate side effect of placing that stigma of
"dailies as a chore" back upon the daily quest system. Because of this,
it overshadowed any and all story information that was contained within
that daily grind. If a player feels like they are being forced to do
something, they won't pay attention to any of the good that may be
presented along the way -- all they are doing is focusing on the fact
that they don't want to be doing it. There's no enjoyment in that.
How things can improve Dailies need a purpose. They stand as
something that can work hand-in-hand with scenarios and story, if that's
the direction Blizzard wants to take them. Or they can stand as a
gating method for reputation and gear, if that's the direction Blizzard
wants to take them. But blurring them into a space that is somewhere in
the middle of a story-vehicle, a reputation grind, and a gearing
mechanism does not do them the justice that they deserve.
It's clear when you look at the opening selection of faction and
daily quests that Blizzard was experimenting with different systems.
Likely it was just to gauge which methods were wildly successful, and
which didn't work. The daily quests in patch 5.1 seem to reflect this,
because they have taken everything that was good out of that original
selection and squished it all together into a story-driven vehicle that
was, quite frankly, utterly brilliant.
Operation Shieldwall and the Dominance Offensive proved that daily
quests can be an enjoyable experience, if they're given the attention
that they deserve. And I really think that daily quests work far better
as a story vehicle than they do as a method for obtaining gear and
items. We've got dungeons, scenarios, and raids to provide gear for
players -- what we don't have is a tool that is designed specifically to
deliver story. Daily quests have the potential to do that, if they're
given the correct treatment. Next week, we'll wrap up the top 10 with a
look at the final four developments that have rocketed lore to new
levels of fun in 2012.
Read more: http://www.wowgoldmart.com/news/Top-10-lore-developments-of-2012,-part-2.html
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