One thing I would argue is that JaGex is making lore /too/ accessible. On the one hand, I don't like having to do hours and hours and hours of grinding to get the latest nuggets. but on the other hand, JaGex is trying too hard to just throw new players into the thick of things. This results in them spending more time doing exposition for each new quest, whereas previously, players would already know what they're dealing with. Not only will this confuse noobs, but also frustrate us
If by "hand-holding" you mean spoon feeding people everything they need to know, then I agree with you. But if you mean they're too easy- well, I disagree. I think, right now, quests seem to hit a decent window in the "fun and challenging" range. New puzzles and challenges, entertaining but challenging fights, and with quests such as Heart of Stone, there is a quality of actually figuring stuff out.
They tell players enough to get started on a couple of things, but also letting them think a bit. Some quests like Elemental Workshop III and MEPII are a bit gruelling and hair pulling, simply because you don't know the goal of the puzzle. Players should at least know what to aim for. Heck, I still don't know the mechanics of EWIII.
MEPII I would have been able to do fairly well if not for the shadows. At first, I simply looked up the premise of the puzzle, and I did okay. but in the end it was eating all my money. Down to 1k and a couple of sharks left, I had to use a walkthrough. But I /understood/ that puzzle as soon as I had the concept. So, Jagex is doing the right thing by saying "here is your goal" and letting you figure the rest out.
As for shorter quests- Don't you think this is also largely because of transportation? Somebody else mentioned it, but if you compare new with old quests, actual gameplay content hasn't changed much. A lot of the length of the old days was having to walk between places. Lodestones take a huge chunk out of time.
So, enjoy that waffle, as I go to slep
30-Mar-2015 13:50:22