I was trading off playing between Lord of the Rings Online (LOTRO) this week with a bit of The Secret World (TSW) and recalling many of the frequent comments from players lamenting that MMORPGs had become “too easy” and “too casual.” It’s an interesting assertion since these two games in particular have a very different feel as far as difficulty is concerned. LOTRO questing is in many ways similar to the World of Warcraft in that expeditions are on the “easy” side – it’s pretty straightforward taking down the bad guys or collecting relics on the beach or whatever the game asks of you; but the feel of the game is more calm and relaxing. There’s certainly a nice aspect that; causally exploring the countryside, taking in the view of distant ruins or mountains while hunting boar hides is a mode of questing that can be a nice reprieve, especially after a stressful day, or as a nice way to get rolling in the morning with a cup of java.
Many early computer adventure games intermingled plot and mystery, action and puzzle – Myst, Silent Hill, Indiana Jones and the Fate of Atlantis, Zork, Ultima, The Longest Journey. Playing these games growing up, friends and I spent long hours taking notes, making maps, figuring out plot connections – all this alongside the combat that could crop up at any time. Figuring out how to open the mysterious locked chest or opening the secret door, or discovering that the king is possessed was half the battle, and when you did figure it out, it was often as exciting as the most challenging combat in the game.
Even better were the games where nothing was truly spelled out for you – you found clues as you explored, and serendipitously the story or mystery emerged as you put the pieces together. Myst was the best at this; you were simply dropped into the situation and left to stumble across strange notes, books, sounds and images, and left to put 2 and 2 together. It was amazing.
So why is the investigation mission completely missing from the modern MMO?