Jeff Kaplan Does GDC, Explains How Not To Write Quests

Well, if you’re going to clone World of Warcraft, you could do worse than listen to the guys who cloned Everquest. Jeff Kaplan gave an opinionated talk that will probably have WoW players posting furiously for weeks.

“This is the worst quest in World of Warcraft,” he said. “I made it. It’s the Green Hills of Stranglethorn. Yeah, it teaches you to use the auction house. Or the cancellation page.”

“So I’m the asshole that wrote this quest. My philosophy was, I’m going to drop all these things around Stranglethorn, and it’s going to be a whole economy unto itself… It was horrible.”

“It was utterly stupid of me. The worst part… one of the things that taxes a player in a game like WOW is inventory management. Your base backpack that the game shipped with only has 16 slots in it. But basically at all times, players are making decisions. For a single quest to consume 19 spaces in your bags is just ridiculous.”

“So it’s a horrible quest, and I’m the only who made it, and somehow I am talking to you guys today.”

Most of Kaplan’s points boil down into the following:

  • People don’t like Lake Wintergrasp

You’ve played that shooter, that shooter that is fucking awesome… and then it’s got the one gimmick vehicle level, which you can tell they didn’t know what they were doing with vehicles, and it felt all floaty and things didn’t shoot right. The same mistake happened in World of Warcraft.

Lots of these vehicle quests, they’re more fun for the designer than they are for the player.

  • People don’t like delayed gratification

It’s a quest that starts at level 30, it spans 14 levels. And it ends with you having to kill Myzrael there, who’s a level 40 elite mob. So it’s basically like putting a brick wall in front of a player. Here you go, just bang your head against the wall for a while…

The reason that this is bad — it’s cool to have quest chains that span a lot of content, and feel kind of expansive and far-reaching. But the reason that this particular case is bad is because the player [loses trust] in the game.

  • People don’t like solving mysteries

We can unveil a mystery story, but at the end of the day, in the quest log it needs to say, ‘Go kill this dude, go get me this item.’ The mystery can’t be what to do [on the quest]. We wanted the action in WoW quests to be in the gameplay, not in figuring out what am I supposed to do.

  • People like choices. But they’re wrong.

…You show up to a quest hub, and your minimap is lit up like a Christmas tree with quest exclamation marks.

The weird thing is, if you ask our fans, they love this. This is to them a good quest hub… They go in and vacuum up the quests. But we’ve lost all control to guide them to a really fun experience.

  • People don’t like to read

I think it’s great to limit people in how much pure text they can force on the player. Because honestly… if you ever want a case study, just watch kids play it, and they’re just mashing the button. They don’t want to read anything.

Basically, and I’m speaking to the Blizzard guys in the back: we need to stop writing a fucking book in our game, because nobody wants to read it.

World of Warcraft has 12 million more subscribers than you do.

  • Raad

    I hate kaplan. A lot. The kind of hate that warrants lipstick and a shotgun.

  • http://www.none.com MMOplayer

    Wow.

  • http://rog.gameslate.com/ Rog

    12 Million people, minus me. Loved the game on release, but the more the game went in Kaplan’s directions, the more I lost interest. In almost typical fashion I stuck around longer than I should have. He watered down all of the parts that were great, that I enjoyed.

    Maybe I’m naive, but I think with such a great core game they could have done even better. This man IMHO was not responsible for WoW’s success, he’s just ridden it while others have been happy to have the spotlight directed elsewhere.

  • http://www.sharingatwork.com Daniel J. Pritchett

    I pretty much agree with Kaplan on all counts. Remember the vehicles in Half-Life 1? Funny gimmicks, but not something you want to interact with on a daily basis.

  • Kyoji

    His last point is an interesting one, and one which I believe is not exclusive to Warcraft. I cant speak for everybody, but I’m going to assume most of us when playing any given MMO with quests usually shoot right past the fluff (story) in the beginning and go right for the small paragraph detailing what to do, and where to go. Then we complain about a lack of story driven content. Sure, I read some quests, and I usually find myself enjoying them, but for some reason most of the time I just dont care why I’m killing 10 rats, I just want to kill the 10 rats and get out.

    I thought Age of Conan solved this incredibly well with the first 20 levels. Nearly every quest had voice overs and even for the small, “go kill these pirates” quests you still felt drawn to listen to the npc speak, instead of mashing next and getting on with your life.

    Obviously retro-fitting Warcraft with voice would be a mammoth undertaking, and would realistically make the game a bit too big, but its something I would love to see blizzard do. Perhaps they could include for only certain quests, that way you get to direct players to “fun content” while at the same time offering them a myriad of choices in any particular quest hub.

  • Montague

    You might agree or not with his conclusions, but contrast Kaplan’s insightful comments with Barnett’s lunatic ravings. Might explain why Blizzard makes moneyhats while Mythic still hasn’t quite mastered the art of not shitting on themselves

  • Raad

    @Montague
    “World of Warcraft has 12 million more subscribers than you do.”

  • Drakks

    I also agree with Kaplan on pretty much all counts — but I also think most of his observations with WoW are a self-fulfilling prophesy. All in all WoW made things simple so people wanted simple, so WoW made it more simple and people wanted more simple.

    You can argue that YOU might want more complexity, but the general masses apparently do not and WoW caters directly to them.

    [quote]Then we complain about a lack of story driven content.[/quote]

    Story driven content isn’t the same thing as 20 lines of text leading up to the fact that again I’m killing X number of Y mob for the millionith time.

    Personally I really liked how LOTRO handled the differentiation — normal quests, group quests, and EPIC QUESTS (dun, dun, dun!). The epic quests had a narrator and were quite engaging. For me they totally worked because I could do the standard quest gathering at a hub, but when the quest was flagged as epic it always slowed me down to read.

  • http://lost-war.org Mist

    Some other things he had to say in a different part of his talk were a lot more positive.

  • http://www.sharingatwork.com Daniel J. Pritchett

    Scripting small events around quest chains help to highlight the story, too. The “king of the ogres” deal in Blade’s Edge was a pretty awesome opening to an otherwise boring series of daily quests. I imagine that amount of development doesn’t scale too well, but it’s a great tool to keep at hand. Same goes for phasing.

  • Vajarra

    I’m a pretty vehement vehicle-hater, but I’m surprised by his comment, because most folks I talk to seem to like them, and especially seem to like Wintergrasp. My main complaints with them are technical though, so that’s something that will hopefully be ironed out with time.

  • Thoms

    “People don’t like to read”
    Well Mr. Kaplan… if your quest texts are shitty then people want to skip them. Congratulations on unlocking the “Make Players Dumb” achievement by teaching a generation of MMO players that reading sucks.

  • Adam

    To be fair, he’s talking about vehicle quests, which are pretty gimmicky since you have to learn several new abilities for something you’re only going to be doing for two minutes. Wintergrasp is pretty popular.

    But he’s pretty much spot-on with these complaints. I’ve watched eight-year-olds up to high schoolers play, and they virtually all skip the entirety of the quest text and just look for the line that tells them what to kill/collect. Green Hills and the Princess line were pretty poorly implemented. It seems like most of these problems were largely fixed in WoLK.

    Also, someone help me out with this: “World of Warcraft quest designers are limited to 511 characters,” he said. “That’s all that will fit into the data entry. And all you programmers know why it’s not 512.” I know 512 is a power of 2, but what about the data structure makes you leave one free?

  • http://lost-war.org Mist

    End of Line?

    Seriously though, no one wants to read the quest text for WoW quests, but no one skips the GTA 4 cinematics, at least not the first time, that introduce each mission, despite the fact that GTA missions and WoW quests are basically the exact same thing. The presentation of text just doesn’t cut it anymore.

    Some MMO is going to come along with far, far less quests, that are slightly longer, but cinematic intros for each one, and it’s going to be hailed as revolutionary.

  • Fidtz

    Adam :
    Also, someone help me out with this: “World of Warcraft quest designers are limited to 511 characters,” he said. “That’s all that will fit into the data entry. And all you programmers know why it’s not 512.” I know 512 is a power of 2, but what about the data structure makes you leave one free?

    I would imagine they are stored as 512 byte C style strings, the 512th byte being the null terminator.

  • http://athtier.wordpress.com/ Athryn

    I would not draw the conclusion that people hate Wintergrasp from his vehicle comment. In my experience, people love Wintergrasp.

    What people hate is Malygos. I personally hate the raid with the fire of a million burning suns. Taking everything that your character/class can do away from you and plopping you on the back of a vehicle that has to move in 3 dimensions with a weak heal and crazy, buggy DPS is not my idea of a good time. It’s like all the underwater shit in DAoC’s Trials of Atlantis.

  • Mercury

    Did he really swear that much? Quite the vulgarian.

    They have definitely learned from their mistakes, as the questing content in BC was a big upgrade from launch. And the quests in Wrath are a big upgrade from BC, minus the gimmicky vehicles… and those are largely easy enough that you don’t suffer greatly from failing to learn the vehicle’s abilities.

  • http://hgamer.blogspot.com Heartless_

    You might agree or not with his conclusions, but contrast Kaplan’s insightful comments with Barnett’s lunatic ravings. Might explain why Blizzard makes moneyhats while Mythic still hasn’t quite mastered the art of not shitting on themselves

    ================

    I think you are wrong. Kaplan and Barnett both understand how to do something the right way and can talk about how to do it like no others, but good luck finding either one attached to a development team willing and able to make the changes necessary to match Kaplan and Barnett’s diatribes.

  • http://dsob.blogspot.com/ geldonyetich

    No matter how successful a game is, a game designer who pays attention will see room for improvement.

    Besides, there’s always the perpetual question of just how much of Blizzard’s 12 million are on World of Warcraft’s merits, as opposed to simply having had the opportunity/ability to entice that many players to try to play it while being merely passably good enough not to drive them away.

  • Random Poster

    (raises hand)

    I read the quest text. My first time through for all content. The WoTLK content I find myself reading the quest text more than the once (my main then on alts). It’s well done but I know I am in the minority on that.

    Wintergrasp is really popular yes, but is that because people enjoy it..or because that swhere the loot is for the people who don’t want to do arenas?

    I like the vehicle quests mostly. Nice diversions in the quests…I absolutely HATE them in Occulus and Malygos isn’t much better. If I wanted to kill a boss as something other than a druid..i’d roll something else. That said I think the reason most hate them is its new so people haven’t adapted yet. That and (until Ulduar at least) your gear means nothing.

  • dartwick

    Hes wrong about quest hubs.

    Players like quest hubs because they dont want “guided” through a fun experience. They want open ended success.
    Quest hubs mean that no matter what or where you go kill, something good happens as a result- players love that.

    EDIT: Hes right about everything else.

  • Longasc

    Maybe Jeff “Tigole” Kaplan should read Muckbeast’s or Wolfshead’s article about how Quest heavy advancement degenerated into a boring chore.

    http://www.brighthub.com/video-games/mmo/articles/29399.aspx
    http://www.wolfsheadonline.com/?p=1479

    Just forget about the guided quest bus tour and let players explore themselves?

    I am not really happy that he will be part of the nextgen MMO. Unless he has a totally new idea about his gamedesign. He somehow does not like the “quest christmas tree”, maybe it is a beginning.

  • http://www.facebook.com/people/Tim-Daniels/1366287053 Tim Daniels

    Story is only fun the first time when you don’t know what is going to happen, and that’s only for people that appreciate it.

    When you are an altaholic (a behavior encouraged by MMOs), you need to be able to skip as much of the story as possible. For some people, that’s the first time, because their priority isn’t story. Different strokes. But I wonder how they feel about non-quest text story developments such as flavor events and (as mentioned) Age of Conan-esque VO’d developments.

    I’m fine with good story in an MMO, but if there isn’t a button that isn’t the MMO equivalent of “Get On With It!”, players are going to be annoyed. That’s one obstacle Bioware will have to tackle.

  • http://rog.gameslate.com/ Rog

    He’s not right about everything else.

    He’s got an approach. Among other things, it’s less sandbox, more directing-the-player. Easier. I’d even call it dumbed-down. Is it the mass-market approach? Probably.

    I personally loved the mystery in some of WoW’s early original zones. Elwynn Forest and Duskwood in particular. Doesn’t anyone else recall with fondness the spooky Stalvan questline, it started in Elwynn and went across several zones. Or the surprise factors in waking up Stitches in Duskwood? This content has been butchered since TBC, but it was great at the beginning.

    I also loved the quest flow in Loch Modan. Again another great early experience.

    Difficult to find and complicated quest chains? The best quest chain in WoW, by many players accounts (not just my own) was the very complex and often obscure Onyxia attunement questline (on the Alliance side at least, and when it was working).

    Supposedly I can’t argue with monetary success, but on a personal level much of this doesn’t appeal to me. I don’t believe I’d like to play a fully Jeff Kaplan designed game. Luckily I think Blizzard’s reiterative team approach to design keeps this man in check.

  • Longasc

    I wonder what texters think if they have to produce a myriad of different flavors of short quest text snippets for thousands of quest that involve collecting poo/crap/shit, that Kaplan likes to place every other zone. WoW at times feels like a little farm…^^

    And I guess this is one reason why people really do not bother to read the quest texts – in the end the quest is nothing more than a “go there, kill that” order.

  • Pickly

    It doesn’t help in WoW that, at least in the early levels, the so many quests are either “kill # of (creature)”, or “get # of item”. After reading a number of these quests, a thought process builds up while reading the text bozes of something like : “Sure, filler story. Kill 8 green panthers, right?”

    It also may not help that WoW’s leveling becomes kind of a grind (at least for me), and the boredom and pressure to level quickly create a poor mood for reading quest text much. (This boredom is why I pretty much stopped playing WoW.)

  • The Alien

    I read all the quest text the first time through. So does one of the two people I play with.

    Among other things, this let me learn who casually reads faster.

    I’m a big fan of the vehicle quests. There are a couple of quests where you control something that can jump that were a real blast for me, even in a game where you can fly. Some of the turret/rail shooter ones were pretty neat too.

    Of course, quite a few of the quests are bad. And then you have the pirate hat quests(named for the one in Tanaris) that just slam you into a wall when you hit them in a group, because not only do you need to kill 3x as many for 3 people, but since the drop rate isn’t 100%, you probably have to travel between spawn groups. The worst examples are just like the one in Tanaris, where there really isn’t anywhere else to go.

    I got a little distracted there. I think they’ve made great progress and I think a lot of the quests in WotLK are fun. Introducing new quest mechanics DOES keep it from feeling like it’s the same stuff over and over again. If they do a good job in the future, they will probably come up with one or two more interesting mechanics for the next expansion. Then that will be that much better.

    That is my opinion as a player, anyway. I’ll let you all know when my MMO has 12 million subscribers, or even 12 lines of code written. ;)

  • no hands

    @Rog
    Best semi-obscure quest to me is the 1k needles horde quest line that brings you through multiple zones (including Scarlet Monastary) and lore (including lore “tests” which check your ability to read). Definitely one of the best quests in the game for an Explorer, and gives a fantastic wand to boot for your level 25 lock/priest (provided you have a friend to carry you through). (starts with http://www.wowhead.com/?quest=1149)

  • http://lost-war.org Mist

    Honestly, I think everything but the dungeons (and by extension, the raids) suck about the WoW formula. BRD, and to a lesser extent, Deadmines, sold the game for me in the original beta when I otherwise would have just passed the game up and stuck with DAoC.

  • dartwick

    A few people here miss the point.

    Jeffs suggestions(other than the hub one) are no less sandbox than highly scripted text based quests. And indded most people I know including myself want to see content not read it. Hes making good points.

    Id much rather read “Kill the witch at the top of the hill” and then have the story play out before my eyes as I went to her than read a page about why shes bad.

  • Pingback: Questing and Fast Food | NecroRogIcon

  • Iconic

    It’s just awesome to contrast Kaplan and Barnett.

    Incidentally, Kaplan is in charge of the super secret next generation MMO at Blizzard.

  • http://lost-war.org Mist

    There’s a whole novel or two’s worth of text in WAR’s tome of knowledge, and I haven’t read a single word of it.

  • Mark Asher

    I think Kaplan is right also. I’m a writer. I love a good story. But I don’t like to read quest text. When I’m playing a game, I want to play a game, not read a book. Give me cinematics or scripted events.

    I like quests, too. I’ve leveled in other games without quests and I don’t want to do that again. If you’re going to make me level, give me quests. And I want my hand held because I don’t want to think too much. I hate it when I can’t figure out where to go to complete a quest.

  • http://rog.gameslate.com/ Rog

    @Mark Asher: It isn’t just about blocks of text though, or presentation / direction of story.

    I mean, ‘go here, kill X’ is a lot less text, but that’s not exactly ‘telling the story with the action’ either by just slimming it down to tell you exactly what to do. At that point, why bother with quests at all, you can just go out and kill X as it is.

    This is one of the mistakes Mythic made with WAR, giving players so much convenience on the quests (just follow the dots and arrows!) that few felt inclined to quest at all.

    If they’re going to do away with mystery, quest text and exploring all in one go, maybe an entirely different form of questing and presentation should be used. Hack and slashing the established systems isn’t IMHO working out so well.

  • Einherjer

    Great comments. Kneepads and kleenexes FTW.

  • Mark Asher

    Rog :
    @Mark Asher: It isn’t just about blocks of text though, or presentation / direction of story.
    I mean, ‘go here, kill X’ is a lot less text, but that’s not exactly ‘telling the story with the action’ either by just slimming it down to tell you exactly what to do. At that point, why bother with quests at all, you can just go out and kill X as it is.
    This is one of the mistakes Mythic made with WAR, giving players so much convenience on the quests (just follow the dots and arrows!) that few felt inclined to quest at all.
    If they’re going to do away with mystery, quest text and exploring all in one go, maybe an entirely different form of questing and presentation should be used. Hack and slashing the established systems isn’t IMHO working out so well.

    I like the gratification I get from completing a quest. I like being given a task I can complete quickly. These things make the leveling process more rewarding by breaking it down into lots of small goals I can achieve.

    A level-based game has a built-in quest – make that next level. It’s much more gratifying to break that process up into 30 smaller goals, i.e., quests. I feel like I am making more progress that way than if I simply grind mobs to make the level.

    It also drives me through the game. Blizzard was clever. They used quests to make players explore the game world.

    I’d actually love it if Blizzard designed the quests to be done in a certain order and would tell me the order. I’d be happy to level that way.

  • Stormwaltz

    I remember when I applied for a content designer position at Blizzard. This was back in 2004, before I started at BioWare. In the phone interview, they asked me where I might like to go in my career if got the job. I mentioned that on Asheron’s Call, I’d been deeply involved in the story and writing, and I enjoyed that a great deal.

    There was a awkward pause, then one of the Blizzard guys said, “Well, that’s great, but we already have a writer.”

  • Angelworks

    @Rog

    Also, someone help me out with this: “World of Warcraft quest designers are limited to 511 characters,” he said. “That’s all that will fit into the data entry. And all you programmers know why it’s not 512.” I know 512 is a power of 2, but what about the data structure makes you leave one free?

    It has to do with the way computers index numbers vs. the way humans deal with letters 0-511 is the same as 1-512 in other words :) .

  • Jeff

    I know I am probably the exception to the rule, but I always read text quest. I love going to a new zone and digging into the story of that particular area, why things are happening, etc.

    I’ll admit, sometimes at a quest hub I’ll just click and accept on all the available quests, but I’ll always read the text before tackling each individual quest.

    In the text are the stories. In the stories are the lore. If you want to truly experience the world you are playing in, reading the text essential IMO.

  • Jeff

    dartwick :
    A few people here miss the point.
    Jeffs suggestions(other than the hub one) are no less sandbox than highly scripted text based quests. And indded most people I know including myself want to see content not read it. Hes making good points.
    Id much rather read “Kill the witch at the top of the hill” and then have the story play out before my eyes as I went to her than read a page about why shes bad.

    I agree. I do like to read the text for the stories, but the cinematic variants that are popping up in WotLK are much better. I guess you could say it is a societal thing. Are we not a society today that would rather watch the movie than read the book?

    Personally I love reading, but I also like the movies.

  • Lweniel

    Angelworks :
    @Rog

    It has to do with the way computers index numbers vs. the way humans deal with letters 0-511 is the same as 1-512 in other words :) .

    It’s because you need 1 character as a string terminator.

  • http://rog.gameslate.com/ Rog

    @Angelworks: You don’t know me from Adam? Misquote. =P

  • http://rog.gameslate.com/ Rog

    Mark Asher :
    I like the gratification I get from completing a quest. I like being given a task I can complete quickly. These things make the leveling process more rewarding by breaking it down into lots of small goals I can achieve.

    That’s cool as your preference, but that’s anecdotal evidence to back up saying he’s right.

    He’s not right or wrong, he’s just got an approach. It works for you, it works for a lot of people, but it still leaves others cold. This is not one of those game design elements where there’s just one right way to do it, but that’s the way he’s presenting it and that’s the way you agreed to it.

    I actually prefer much of the older content (Stranglethorn pages aside, yuck) Kaplan worked on than where he’s ‘progressed’ to today.

    I happen to like questing, but unlike yourself I don’t like to be led down a path so much. And I’m not alone: Players that identify themselves as explorers rather than achievers– there’s quite a lot of them.

  • Vajarra

    Jeff: The movies are fun too, the first time. But to use Wrathgate as an example — by the time my third alt went through, I just hit the escape key. I don’t need or want to watch it again.

  • Klaitu

    Those sneaky devils didn’t read Raph Koster’s book, and now they’re learning through experience.

  • http://lost-war.org Mist

    I think his point is not to try to tell stories in video games through text OR movies or in-engine cinematics or whatever. Tell the story by actually having the player DO it.

    Look at Half Life 2. There’s not a single cinematic in the entire game. You never leave the vantage point of Gordon’s eyeballs.

  • Daniel

    Actually, this post made me appreciate Barnett’s comments all the more. Coincidence does not equal causation. If the Blizzard game designers think that they are the reason for WoW’s success, they are fooling themselves. Seriously deluded. Like all true cultural phenomenon that transcend their own little corner of the world (e.g, ABBA) the reasons for the success are a unique confluence of events that are not repeatable. Not repeatable. I have said it before elsewhere and I will say it here. The next “WoW” will look nothing like WoW and will not be designed anything like WoW. As climbers well know, mountains create their own weather. WoW is that mountain. And you cannot duplicate the weather and dream you are going to duplicate the mountain. That’s insanity.

  • Freakazoid

    An interesting coincidence that contrasts with posts here.

    On a certain beta fourm for a certain game in beta, we recently had a moderate discussion on how to deliver heroic content. Me and maybe three other testers suggested a lot more video/audio to immerse us in.

    The majority of posters though, including a few who were very (very) defensive about it, insisted that video/audio content was not how you deliver it. It seems they were rather attached to having text all over the place. I suspect it’s because they’re the kind of people who want to skip stories and complete missions ASAP just to get to the end game.

  • Count Nerfedalot

    Mist :
    I think his point is not to try to tell stories in video games through text OR movies or in-engine cinematics or whatever. Tell the story by actually having the player DO it.

    This. Or at least have the player experience it in the game.

    One of my favorite quests in WoW was an otherwise boring little delivery quest chain in the dwarf starting lands. The final turn-in though resulted in a scripted out little play that literally had me laughing myself out of my chair, where a bunch of drunken redneck dwarves are playing with their mortar at the firing range, trash talking each other, using various emotes, etc.

    It was all done in-game, no yanking your context around with loading cut-scenes, no dry text scrolling by, or anything. Just the world actually seeming to come alive for a couple of minutes, and you got to witness it in character even if not actually participate in it.

    I’ll bet at least half the people who did that quest ran off after the turn in and missed the whole thing because Blizzard foolishly put in a little delay, just a few seconds, between completing the quest and having the action start. Which is really too bad, because that’s still my favorite part of my entire WoW experience and I wish there were lots more vignettes like that in these games. At least to tide us over until the computing power and agent-AI technologies advance sufficiently to provide us with more spontaneous behaviors that can replace human creative design. Which is going to be a LONG time coming!

    I think one of the keys to implementing story well in the context of an MMO (or any context for that matter) is that it has to strum some emotional chord in us. In this case it was humor, which is probably the easiest to do. From what I heard AoC seemed to be exploring this kind of emotional strumming a little more broadly, deliberately plucking at emotions like greed, lust, and outrage, at least in the Tortage part of the game. I still hope to have the chance to play that part of the game some day.