- Grey – Junk
- White – Base Rarity
- Green – Common
- Blue – Rare
- Purple – Epic
- Yellow/Orange – Legendary
Legacy of the MMO
Good Morning Friends! I am still very much enshrined in my current play-through of Horizon Forbidden West. At this point I am somewhere between 40 and 50 hours into the game and still have so many little side objectives to finish. There are some that I don’t really look forward to like the hunting grounds… largely because I hate gimmick fights. Then there are others like the Tallnecks that I have just been avoiding because it slows down the action as I try and figure out how to jump up on top of them. I need to focus on completing those however because generally speaking a whole slew of things that I didn’t even know about open up. The story continues to be super interesting and while on some level it mostly just feels like I am playing Zero Dawn, there are so many general quality of life improvements.
It was one of these that started a twitter thread yesterday. Something that Horizon Forbidden West does that I adore is that it puts a little thought bubble exclamation mark over the head of any of your companions that have new dialog options. Something that I have always found exhausting about RPGs in general… and most specifically Bioware RPGs, is the need to keep checking in with your crew to determine if you can make any forward story progress with them. Essentially the old adage is that after every single quest you need to run around and talk to everyone, just to make sure nothing has opened up because you certainly do not want to miss it. With Horizon Forbidden West not only do you get an indicator that there is something new, but you also get an indicator on the specific dialog tree you can find the new information.
I had a friend try and share his frustrations with this style of mechanic twice, only to end up deleting the messages. Essentially it went down to something like this… that he hated to see MMORPGs bleeding over into single player games. So it made me think, is the lasting impact of the MMO the quest giver? Since the advent of World of Warcraft it has become ubiquitous to see an exclamation point over something and immediately translate that into “they have a quest for me”. Personally I adore this because it gives a universal language that makes it easier and more efficient to navigate the world. However I think it largely comes down to which side of a discussion you are on. I am very much on team “Efficiency and Better Communication” with the player.
Then I think there is the opposite side of that coin which is team “Mystery and Immersion”. This team tends to dislike obvious quest markers out in the world because they draw them away from the immersion of living in the game world that they are playing. This is also the team that loves Diegetic Interfaces in games, where when you click on a screen the menu options appear on the in game screen and not some popup that happens in your heads up display. A lot of times this sort of player might prefer to turn off the HUD entirely to allow for only in world queues to guide them. Based on the two deleted attempts at a comment, I am guessing my friend falls in that camp, which is a perfectly reasonable way to play the game. Personally in truth… I think both options should exist and often times when a game does not support them… I install mods that give me back my better visualization elements.
This however got me thinking, and I firmly believe that the true legacy of the MMO is not the quest giver system, but instead the codification of color coded loot systems. In 2020 I wrote a piece attempting to divine the origins of these systems. While there has been quite a lot of shifting over the years as to what color means what rarity, we have more or less stabilized on a specific standard moving forward. The more games that I find myself playing, the more I am seeing this exact scale repeated over and over. Currently I am playing Horizon Forbidden West, Dying Light 2, and Lost Ark and in all cases the scale is alive and well.