Back before World of Warcraft launched, in 2004, the template for quests in an MMORPG was a little dry. Games like EverQuest were primarily inspired by text-based MUDs, where you didnât need much incentive to go out and kill things. For World of Warcraft, that wasnât going to work.
Jeff Kaplan, whoâs now known as the director and face of Overwatch, started his career as a quest designer on World of Warcraft. Speaking on a recent episode ofthe AIAS Game Makerâs Notebook podcast, hosted by Insomniac boss Ted Price, Kaplan told a story of how he, his fellow quest designer Pat Nagle, and Blizzard co-founder Allen Adham pieced together the quest chains that helped make World of Warcraft such a sensation.
âWe came up with a bunch of different templates,â Kaplan said. âIt really was a matter of trial-and-error. Early on, I remember sitting with Allen and trying to predict how many quests the game would need. We were sort of using EverQuest, and Asheronâs Call, and Dark Age of Camelot, we were looking at other big world games and just making a gut call of how many quests we thought we would need.â
To start, Kaplan said, he and Nagle split up the first two prototype zones. He took the forest of Elwynn; Nagle took the farmland Westfall. Then, Kaplan said, he put around a dozen quests into Elwynn, thinking that players would fill in the blanks themselves.
âWe came from this very EverQuest mindset which was, youâll have a few quests which will take you to an area, then once youâre in that area, youâll be excited there are creatures to fight, then youâll fight the creatures for a few hours and eventually get bored and then look for a new quest after that,â he said. âWe were so wrong.â
When Kaplan and Nagle put up the alpha, their co-workers began storming their shared office, saying that something must have been broken. They told Kaplan and Nagle that once theyâd gone and finished one of the quests, killing bandits or whatever it was, nothing else had happened.
âWeâre like, âDid you see the gnolls? you shouldâve just gone and killed the gnolls,ââ said Kaplan. âThey were like, âIâm not doing that, thatâs so boring. Thatâs why I donât play these games. I need more quests.ââ
It was those complaints that led World of Warcraftâs team to come up with the quest chains that shipped with the gameâseemingly never-ending sequences of missions that would guide you from location to location, giving you a stream of incentives to grind and level up. By peppering the game with tasksâeven mundane tasksâBlizzard was able to hook even the players who had hated grinding mobs in previous multiplayer games.
âI remember as soon as that alpha ended, Pat, Allen and I were just sitting there going, âOh no, what did we sign up for,ââ said Kaplan. âWe realized at that moment, that was defining in WoWâs questing history. Thereâs a new paradigm here. What previous games have done is not going to be accessible if we want to broaden our reach.â
The full podcast is full of fun anecdotes and is worth a listen