In With the New: Cataclysm Quest Mechanics

We're always looking for ways to improve World of Warcraft and, for Cataclysm, we introduced several UI features and new types of technology to help make questing more accessible, more immersive, and, most importantly, more fun! You've probably already encountered many of these mechanics as you've explored post-shattering Azeroth, but we still wanted to take some time to discuss their purpose and functionality with you, as well as get your feedback on how they've contributed to your leveling experience this expansion.
So, here's what's new:
- The ability to complete and accept new quests in the field. To help improve the flow of several quest chains in Cataclysm, we've added a feature that allows players to both complete and accept quests without having to interact with a quest giver. What does this mean for players? No more running back-and-forth during the heat of battle! (Most of the time, at least.)
If a quest is eligible to be completed on-the-go, a large button will appear just beneath the default mini-map that reads "Click Here to Complete Quest." As the message text suggests, clicking on this button will open up the standard quest completion window, letting you turn in the quest right then and there. You might also receive a prompt to start a new quest through this feature, so keep an eye out for that shiny button when you're getting your XP on. - Quest NPC objective window. Have you ever accepted one of those quests that asks you to administer some sweet, sweet vengeance on a certain NPC and, as you mount your trusted steed, shoulder your finely-crafted weapons, and start to saunter towards the horizon , you realize...you have no idea what this mysterious, soon-to-be-dead individual looks like? Well, now there's a mechanic for that.
The NPC objective window is designed to display 3D images of notable creatures or NPCs that you need to kill (or find) as part of a quest. While this window won't be used for every quest, its default location will always be to the immediate right of the quest Accept/Decline window. Be sure to use it to your advantage when it appears, as it's great for identifying named objectives -- like Warden Silva in Tol Barad or Bingham Gadgetstring in Azshara, for example. - Highlighted quest NPC names. In many cases, if a creature or NPC is an objective for a quest you've accepted, its name will be automatically displayed in red, yellow, or green -- depending on whether the mob is hostile, neutral, or friendly -- whenever you're in range of it. Why is this helpful? Because, sometimes, finding those ten silver-tipped kobolds can be a bit cumbersome, especially if they look almost identical to their cobalt-tipped brethren (which are far more common, as far as kobold genetics are concerned). By highlighting their names, we can make the search for these illustrious creatures smoother and hopefully more enjoyable for you.
If you would prefer not to have names highlighted, that's okay, too. You can disable highlighted quest NPC names at any time through the Interface options menu by selecting "None" from the NPC Names drop-down box within the Names option subheading. (On the flip side, keep in mind that this feature won't be too useful if all NPC names are turned on, so if you want to get the most out of it, be sure to select "Quest NPCs") - Resource bars. Resource bars are used sparingly, but they're great for keeping track of important variables that are unique to certain quests and raid encounters(e.g. stacking buffs and debuffs, timers, etc).
A good example of this mechanic in action is in the Hillsbrad quest "Studies in Lethality." For this quest, players are tasked with testing nearby blight slimes to determine their lethality. Initially, the blight slimes will be ambivalent to a player's scientific poking and prodding; however, the slimes are no door mats, so each time a new one is tested, the blight slime collective will grow a bit more annoyed, eventually becoming hostile to the player and attacking him or her on sight. Fortunately, slimes have short memories and, over a period of time of no testing, a player can once again fall into their good graces. A resource bar is provided during this quest to help the player determine how angry the blight slimes are, as well as when it's safe to continue testing. - Multi-tag targets. As the name suggests, this feature allows multiple players to tag or "tap" a single creature. This means that you can receive quest credit for killing an eligible quest boss, regardless of party status, so long as you participate in the fight (and the boss' death). Not all quest bosses will function this way, but quite a few of them do -- especially in Tol Barad.
- Terrain phasing. Terrain phasing is very similar to normal phasing, which works by hiding or revealing sets of intractable items, NPCs, and buildings depending on your progression through a specific quest or quest series. Unlike normal phasing, though, which only allows us to adjust objects in the world, terrain phasing gives us the opportunity to change the world itself -- or, more specifically, how it appears to you. We can literally move mountains and raze cities through this technology, providing you with a more engaging and dynamic questing experience. You'll see a lot of terrain phasing in starting zones like Gilneas and the isle of Kezan, as well as in higher-level areas like the Regrowth in Mount Hyjal or during the infamous bombing of Stonetalon.
- Personal summons. In addition to terrain phasing, another new technology that we've implemented in this expansion is personal summons . With personal summons, we're able to create environments and play out game events that only you can see.
"Peacebloom vs. Ghouls" is a great example of personal summons in action. In this quest, players are provided with their own version of Botanist Brazie to interact with, their own lawn to cultivate, and their own waves of undead to squash mercilessly. - New character camera controls. Our new control options are simple in concept, but they allow us to do some pretty cool things with character perspective -- including panning and sweeping the in-game camera to play out short, but personalized cut-scenes. While these controls aren't technically a quest "mechanic," they've given us the opportunity to create some epic cinematic moments for you as you level up.
If cut-scenes aren't your thing, though, we understand. Should you ever want to skip past a cut-scene, just hit the "Escape" key and you'll be brought back to the standard character screen.
We think these new mechanics help make players feel like a part of an unfolding story, but that's just our perspective. We'd love to hear your thoughts on these new mechanics and how they've improved or otherwise affected your gaming. Tell us what you think in the comments!

Magtheridon
Magtheridon
im just need two expans and im lvl 90 WOOOOHOOO!!!!!!:)
Blade's Edge
Azuremyst
Personally I preferred the old much less linear way of being able to visit loads of areas and find loads of quests and take them or not as you see fit. That had a much more "RPG" feel to it.
Shadowsong
Azuremyst
Chamber of Aspects
Ravenholdt
1. Meeting other people. Phasing makes it harder to meet players both from your own faction and on the opposite. World PvP is sadly very rare these days.
(Speaking of world PvP, could you do something about the instant level 85 guard spawns? Today I was riding through the T-junction in Duskwood at level 60 when I was two-shot by a pair of instantly spawning 85 elite guards. I hadn't lifted a finger against any of the NPCs. That felt totally unfair and completely against the spirit of world PvP. Perhaps a fairer thing to do would be give players a stacking debuff every time they kill a grey-level faction mob, which would work like Res Sickness? Just a thought!)
2. Quests aren't challenging. Maybe this is different in Tol Barad, but between levels 1 and 60 and 80-85 I noticed very few challenging quests. In other expansions, group quests have filled this role - doing a group quest with an appropriate sized group is no harder than a regular quest, but if you're undermanning it then it gives you a great sense of satisfaction. Plus, they're a great way to alleviate the grind without having to come up with a complicated mechanic, and they help to prepare players for endgame instance content :)
3. Non-linear questlines. A lot of zones expect you to do every single quest. I quite like it when there's a "central" quests with lots of optional support quests - the best example I can give is Vanilla Westfall, where you had the Defias Brotherhood chain and a bunch of sidequests to do. This means there's content left over if you come back to the zone with another character. It also means that you're not overleveled if you like to instance or BG between quests.
Now that instances and BGs are a viable way to level up, you don't need as many grinding quests as before. Nobody wants to grind 10 goretusk livers when they could be running Deadmines. Now that questing is only one of 3 ways to level up, why not make the grind quests that aren't storyline-specific optional? That way, players an stick to the fun and lore-related quests in between other non-grind activities. Otherwise players are just going to skip quests and stick to dungeons and battlegrounds, which is really a shame because most of the quests are really good!
Grim Batol
Btw, game is fine, l2p!
Earthen Ring
Terenas
For example: 1. Have little games that can be played in the major cities, so instead of players just semi-afking in them, they can play these, Final Fantasy 7 had mini games in it and it was released about a decade ago! 2. Develop the side-questing aspect of the game. So many different places exist, with so many different npcs, factions etc, use them to fashion side quests.
3. Create more secret aspects of the game. Like areas that you can access if you explore the game world enough to stumble upon that which will allow you access to them, Like a quest, or a very well hidden entrance where you least expect it. Quests that you can uncover by experimenting with the world around you, like the westfall chicken quest.
4. In general make the world feel vast, complicated, and alive. Bring your best in the main story, but take good care of the the side-stories, and the little details in it too.
All in all, the work that has been done up to now is incredible, and thank you for trying your best, especially in what seemed like a lost cause ( who would have thought that almost the entirety of the "old" content would be reworked), but now that you have built such a good foundation for the game, fill it up with something excellent! :)
Terenas
As far as what could be done to improve the questing experience is concerned: One area that I would like to see improved upon is the connection to the past of Azeroth's questing experience. For example questlines like the one to reforge the scepter that opens the Ahn'Qiraj gates, that was removed with little to no (as far as I know) warning, and for no good reason. Such kinds of quests are some truely unique "diamonds" from the classic period of the game, and they should have remained if not improved upon in Cataclysm, not taken away. Other examples are the way the Steemwheedle Cartel faction, and Shen'dralar faction reputations have been handled, the latter being removed instead of being imporved upon, to actually have a meaning for the people that want to complete it other than bragging rights, and the former, despite all the work that someone has to put in to it, leading to pretty much nothing other than a discount from vendors, which as much as it is goblin-like, it is too little of a reward, and could be reworked to unlock some kind of new questline or something similar. Those are just examples of elements of the classic period of the game that have been pretty much left out of any meaningfull re-working, when they could have been re-imagined into something interesting and fun.
Then there is the whole levelling experience feel. The quests are far more fun for the most part, but, when it comes to the exploring part of the experience there is very little to actually discover. For the most part, the levelling experience from 1-58, and 80-85 as interesting and fun as it is, feels much like a glorified roller coaster ride. There is just very little to no room for choice, or freeform gaming. It is, of course, understandable, that re-creating such a huge part of the game in such a small time is a hugely demanding task, but now that that is, for the most part, over, I think that it is worth looking into, especially considering the complaints that have recently emerged about too little content that is available. Although that would require a change in thinking as well, mostly about the levelling process being a big part of the game rather than just an annoyance that gamers have to put up with, before they reach the level cap and start their glorious journey of 5-man dungeon/batlleground/raid/arena/whatever farming.
World Of WarCraft is a role-playing game, in this genre of games the creation and shaping of your character is supposed to be very important. Almost every decision that you make, should make your character that litlle bit more special that little bit more unique, and for that to happen there should be such choices available, during the entire "life" of your character, not just his level-cap "life". Choices ranging form his/her appearence, an area where WOW needs a loooot of improvement, to their decisions (practical, ethical, etc) during their entire journey through the game culminating in an outcome towards the end of that journey. Creating your own, hugely unique character is a dream for most rpg gamers, and one that should, in my opinion, be at least partly materialized from now on, especially since farming of various sorts is starting to look it's age.
Going back to the exploration subject: Right now, there is very little exploring to do in the game's world, which makes the word "world" in "World Of WarCraft" seem like the underdeveloped part of it. Sure there is war in the game, loooots of war, but very little to give the feeling that you are in an actual world, Of course, that is partly the gaming community's fault, who seem to largely feel that the min-maxing aspect of the game that should be reserved for raiding, arena, and such, should be applied to pretty much everything else too, questing, achievements, and playing in general, reforming the game in such a way that when someone is supposed to be, for example, questing to have some fun following the various storylines, he/she is instead counting the hours played to experience points gained ratio. But, it is also up the the developers to, in a way, introduce the gaming community, a lot of who don't have a lot of background in rpgs, to what playing an actual rpg is like. And one way to do it is to make the world come alive outside of the central storylines. It is supposed to be a world after all, so make it interesting.
For example: 1. Have little games that can be played in the major cities, so instead of players just semi-afking in them, they can play these, Final Fantasy 7 had mini games in it and it was released about a decade ago! 2. Develop the side-questing aspect of the game. So many different places exist, with so many different npcs, factions etc, use them to fashion side qu
Vek'nilash
Thunderhorn
It is impossible to play in groups anymore while leveling, or god forbit, to help a guildie/random finish an old quest.
Please change every phased q so when you are in a group, you get the option to move back to the phase of the least advanced partymember.
And fix the uldum-q where you get a cut-scene the moment you collect/kill the last item/mob and leave your partner behind.
Phasing q at the moment is learning players to avoid grouping, thus not preparing players for instansing
Shadowsong
Auchindoun
Mazrigos
Stormscale
Genjuros
Draenor
Eonar
Darkspear
Hellfire
Darkmoon Faire
Frostwhisper
Im really looking forward to it
Shadowsong
Darkmoon Faire
Kazzak
Especially terrain phasing and personal summons types of mechanics make the game feel more alive and evolving!
It's really great that the world is not so static anymore!
Please keep up the great work!
Kilrogg
still... outland could be better. it is old now.
Magtheridon
Alonsus
Quel'Thalas
Shadowsong
Nordrassil
The bombing runs in TBC were the first attempt at this kind of quest and I think Blizz were too quick to distance themselves from them, they were fun but too repetative but only because they had to be done every day as part of the daily quests.
Shadowsong
Nordrassil
Shadowsong
Magtheridon
Magtheridon
Turalyon