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.