Gaming, MMORPG, MMO Tropes, Kill Ten Rats, Fetch Quests Roger Edwards Gaming, MMORPG, MMO Tropes, Kill Ten Rats, Fetch Quests Roger Edwards

MMO Tropes: “Kill Ten Rats” and Fetch Quests

The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”.

The MMORPG genre is a curious subset of video games. Not only is it predicated on violence against the individual, institutions and “others”, as so many video games are but also species-specific genocide and general mass extinction of fauna and flora. It is easy to understand how this gaming specific trope came about. Early MMOs often had very little or no narrative driven quests and players simply levelled their characters by gaining XP from any sort of combat. Be that against other players, mobs or general in-game wildlife. What is far more perplexing is why such an arbitrary mechanic still persists in the modern MMO. Is it simply due to “laziness” and the fact that it’s easy to implement and rely upon? Or is there more to it than that?

The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”.

The MMORPG genre is a curious subset of video games. Not only is it predicated on violence against the individual, institutions and “others”, as so many video games are but also species-specific genocide and general mass extinction of fauna and flora. It is easy to understand how this gaming specific trope came about. Early MMOs often had very little or no narrative driven quests and players simply levelled their characters by gaining XP from any sort of combat. Be that against other players, mobs or general in-game wildlife. What is far more perplexing is why such an arbitrary mechanic still persists in the modern MMO. Is it simply due to “laziness” and the fact that it’s easy to implement and rely upon? Or is there more to it than that?

Two decades or so ago, early MMOs and indeed the RPG genre needed to establish certain concepts to new players. Mechanics that now are so well known that they are even understood outside of gaming in wider popular culture. Specifically the idea of progression and levelling your character (not to be confused with “levelling up” and other nebulous political soundbites). Giving a new player a simple task to demonstrate levelling and XP gain, while they are still within the game tutorial is a logical learning tool. It clearly equates completing a task with the gaining of XP and thus increasing in level. Tutorials in MMOs tend to be within very controlled environments, so the player can tentatively undertake the task free from risk. Often these safe areas at the start of games take place in dungeons or a castle, thus the liquidation of rodents as an object lesson does not seem out of place.

And because the MMO genre is utterly self plagiarizing, this simple instructional mechanism quickly became commonplace, then ubiquitous, then a standing joke and eventually a tedious played out meme. Many MMOs have transplanted the “kill quests” from its functional place in the tutorial and made it a mainstay of PVE questing. Sometimes a great deal of effort will be put into contriving a narrative to justify such tasks but all too often it is just bandied about as filler content. Some games have even tried to make “kill ten rats” into something ironic and self-deprecating but these attempts to satirise the genre seldom work. A dull and uninteresting task can remain a dull and uninteresting task, especially if no effort has been put into the “packaging”.

“Kill ten rats” has morphed over time and has become subsumed into another MMO hardy perennial; the fetch quest. This is a mission that sends a player to a remote area(s) of the game world to collect a selection of items that are required for “reasons”. Often the desired object(s) are in a contested area that is densely populated by mobs, thus making acquiring them difficult, tedious or both. Frequently upon returning to the quest bestower, a follow up mission is provided in which you have to return once again to the contested area to collect further materials. Again, this was cutting edge MMO content two decades ago but nowadays, it is simply seen as an unnecessary and uninspired grind. Players are very familiar with the various tricks of the trade that game developers use and so such content doesn’t in any way enthuse those having to carry it out.

What both of these game mechanics highlight are the inherent limitations of what you can do within the confines of an MMO. Although the term MMO is appended with RPG, often these games do not have the technical sophistication of their single player cousins. Hence MMOs weighted towards progression systems, resource management, varying your build and so forth. As far as interaction goes within the game world, it is often based on “click” on a NPC for narrative, or a resource for collection, or on a mob to initiate combat. Stories, voice acting, narrative choices and cutscenes are the veneer applied to these things to make them engaging. A good game essentially asks you to “kill ten rats” but in such a way that it doesn’t feel like “killing ten rats”. Sometimes the developers get away with it. Other times they don’t. The latter is never a good thing.

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Ride Off Into the Sunset

“At some point, KTR and other MMO blogs mostly drifted from being MMO blogs. Some have remained pure, I am sure, but we became online gaming blogs, gaming blogs, online culture blogs, general blogs. And we gradually trailed off”. Zubon. Kill Ten Rats.  And so another MMO blogger who has been part of the community “furniture” for years, decides that they’ve said everything they can upon the subject and that it’s time to move on. It’s a familiar story, one that I totally understand and can identify with. Passion waxes and wanes, scenes change, as do people. There comes a point where you don’t feel there’s anything left else to discuss or whether anyone is actually listening, except in Zubon’s case they definitely were. It’s always a shame to see a community stalwart go, but nothing remains the same forever.

“At some point, KTR and other MMO blogs mostly drifted from being MMO blogs. Some have remained pure, I am sure, but we became online gaming blogs, gaming blogs, online culture blogs, general blogs. And we gradually trailed off”. Zubon. Kill Ten Rats.  And so another MMO blogger who has been part of the community “furniture” for years, decides that they’ve said everything they can upon the subject and that it’s time to move on. It’s a familiar story, one that I totally understand and can identify with. Passion waxes and wanes, scenes change, as do people. There comes a point where you don’t feel there’s anything left else to discuss or whether anyone is actually listening, except in Zubon’s case they definitely were. It’s always a shame to see a community stalwart go, but nothing remains the same forever.

As I said to Scormey recently, “there's a list of fellow bloggers, You Tubers and members of the MMO commentariat, that I regularly check to see that they're still in business”. All of whom have been contributing to the gaming community for many a year. I consider all of them to be of great value, even though many of them are focused upon games I may not play. A sense of shared fandom helps bind this lose cabal of content creators together and feeds into a wider community. Broadly it is a measured, thoughtful and friendly enclave, something that is not so common in gaming these days. Therefore it is reassuring to see it endure and know that it is still out there doing its thing. Naturally when a long-term member “retires” is does make me wonder as to the longevity of this community.

Yet events such as The Newbie Blogger Initiative and Blaugust Reborn still attract new content creators and despite the inevitable churn, fresh blood and new perspectives continue to join the community. This influx keeps the torch burning for MMOs and other genres of games. Although I can’t see a return to the halcyon days of MMO blogging of a decade plus ago, it is pleasant and dare I even say comforting to see sixty odd active blogs in my RSS Feed. Every day I still find lengthy, interesting, passion fuelled posts to read. There are also plenty of solid You Tube channels to enjoy as well as some entertaining and consistent streamers to follow. All of which are created and maintained through the good will of fans. This remains something for which I and others are very grateful.

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