The problem is that ever since WoW blew the roof off of subscription numbers everyone has been tripping over themselves to duplicate its success. Why was WoW successful? For a lot of reasons that have been discussed ad nauseam but a major one was how convenient/easy things were on the player compared to other MMOs that were out at the time. Irritated that you can’t solo in Everquest? You can in WoW. Frustrated with death penalties? WoW is going to greatly reduce that. Sick of the dungeon being camped by other players or having to schedule your raid on a calendar? WoW has instances. And while not the case at release, if you were sick of trying to put a group together, you could use the Dungeon Finder to let the server match you with a group of mute subhumans.
Point being, I think a lot of people in the industry took a look at why World of Warcraft was so successful and came to the conclusion that one of the key ingredients was eliminating player frustration points, as each one of these is an opportunity for the user to consider their subscription. Let’s move away from death penalties, as players might get frustrated. Lets move to a more “on rails” quest experience, so we can guide players up to max level. And speaking of quests, for the love of god make sure that the user doesn’t get stuck or lost on what to do.
If you buy The Elder Scrolls VI, it’s not a huge deal if one quest was difficult, frustrating, or if you never found it. You already paid your $60 after all. But for a MMO, they want those subscription dollars (or in the case of B2P/F2P games, keep you playing so you hopefully keep buying from a store) to keep flowing, and that means eliminating player frustration points. So, rather than have someone potentially get annoyed bumbling around in a cave or dungeon looking for dwarven machine parts, they’re going to highlight it on the map, maybe put a nice particle effect on the item itself to be sure you don’t miss it. That way you can move on to the next 50 quests, which will hopefully take you to the point where your subscription rolls over to the next month. These games are not about overcoming challenges, they’re about pulling levers and pushing buttons to make your EXP bar move in the correct direction. Hopefully, the leveling curve is long enough to keep you doing that for a few months, but by and large anything that gets in the way of that EXP bar marching to the right is a Bad Thing.
In the original Everquest, it was pretty difficult to find the quests, let alone figure out how to complete them. It involved talking to NPCs and trying to suss out how to get quest info, if they had any at all. Maybe MMOs of yore were more up your alley. I know I have problems with the modern MMO design philosophy. I don’t enjoy being overly frustrated by any means (and EQ fell into this category), but the Fisher Price MMOs of today are so filled with rounded corners and padded walls that it ends up feeling very bland to me.
Fundamentally, I find it’s hard to savor victory when there wasn’t any chance of defeat, and the quest you mentioned illustrates that. This was no dungeon that you had to really explore and were wary of danger around every corner. It’s about as interesting as your wife leaving a note on the fridge asking if you’ll pick up a loaf of bread, a container of milk, and a stick of butter.