
And despite a pretty small majority voting against Quests in their game, the rest of thread seems to imply a much worse situation with some commenters alluding to FrontierVille, which many claim has too many Goals. But that isn't their only beef with Quests and Goals. It seems as if a large amount of players are unhappy with how quests operate with one player writing, "Not in favour... especially if they involve constant begging from neighbours all the time. Lately, we seem to do that 90% of the time as it is. They should change the name of the game to BegVille."
"BegVille," huh? Let's get a better understanding of (and a way to stop) this interesting, chuckle-worthy moniker after the break.

And what does this get us? A nearly endless list of requests in our Message Center nearly every time we log into either FarmVille or FrontierVille. Games like Cafe World and Mafia Wars aren't off the hook either, but we'll get back to them.

While some players think thousands of item requests are fine and dandy, there's a large amount of us that want something more... interactive. Cafe World has its Catering Orders, Mafia Wars has its Secret Missions and FarmVille has its Co-Op Crafting Jobs yet none of them are integral to our progress in each game. They can easily be ignored in the wake of hundreds of crops, recipes and odd jobs to master. It's only FrontierVille, the major culprit, that doesn't feature something similar.

Players would rally their friends to gather the required items to contribute to a collective achievement rather than a personal one, rewarding everyone involved with coins and rare items rather than the individual. Or if you're that attached to your rare items, these Quests could easily be repeatable with a randomized loot system and Mastery (I'm looking at you, Secret Missions). And what do you know, it's a brand new way to progress through your game that actually involves your friends working toward a larger goal.
Obviously, this is far from limited to holiday events and would require some creativity from the games' respective design teams to think up new ideas for collaborative missions that fit into each game's world (bandits in FrontierVille, anyone?). Not to mention that this type of Quest would be released way less frequently than what's possible with the current Quests. But if that's what it takes to keep players from calling these games names like "BegVille," I'm willing to wait. Are you?
Does this approach to Quests or Goals sound appealing to you? Would you be willing to wait longer for collaborative Goals if they meant a deeper social experience? Sound off in the comments. Add Comment.



