I am always quick to state it: I
abhor the idea of quest-driven plotlines in MMOGs. That is to say, I hate the idea of having a story arc set up that multiple people can go through at different points in time.
If a threat has been averted, it has been averted. If a product has been delivered, it has been delivered. If an artifact has been recovered, it has been recovered. When an Ensign is asked by the Captain of Starbase 220 to investigate a situation that he asked
me to investigate when
I was an Ensign, it sends a clear message to me: That my actions in-game have no effect; That my story is not my own; That the world is not living or dynamic, but static and populated by phonies. Indeed, questing is futile.
To me, a MMOG is all about creating
my own story; if I want to play some author's story, I'll play a single-player game with well-scripted dialogue and excellent gameplay. The strength of the MMOG is that you have a large world inhabited by intelligent - if not always intellectually stimulating - people.
I, too, would like to see something like a random mission designer; one that takes a mission template and fills in some random parameters (those of you who are familiar with the Bulletin Boards in Ultima Online or the Mission Consoles in SWG will know what I'm talking about). The mission might be "Kill [fname1] [lname1] to save [fname2] [lname2] at the request of [fname3] [lname3]; [name1] was last seen near [randomlocation]."; not very innovative, perhaps, but the point is that it creates
unique sets of circumstances, thus hindering them from violating continuity:
"In the course of yesterday's convoy duty, I killed a pirate by the name of T'rel Simp."
"Oh, really? I had convoy duty last week, as a matter of fact, and I killed a pirate by the name of Sen B'del."
OK!"In the course of my convoy duty, I killed T'rel Simp."
"Oh, really? I killed T'rel Simp last week on that mission."
wtf...? (Unless there's time travel involved; if there is, then
OK!)
The point now is not to tell a story, but to give players some achievable goals to make playing around more worthwhile, and to allow them to earn experience points a bit more efficiently.
Now, some will argue that the experience of randomly generated missions is not as rewarding as completing a completely pre-determined one. I personally don't see the logic in this (where's the point in accomplishing something... ...when it is not accomplished at all?), but I would be okay with there being mission arcs in-game,
as long as I am not forced to take part in them! I cannot stress this enough; as few game elements as possible should be forced on a player, and certainly this should include something like questing which takes up a lot of playtime shouldn't. If people want to rescue Earth from a Borg invasion that's been stopped hundreds of thousands of times before, that doesn't bother me, as long as I can get my dream ship and my dream position and all that in the way that I choose.
That being said, I am
certainly all for GM-led events! I'd
love to take part in stopping the Borg from invading Earth,
as long as my accomplishments remain accomplished!By the way,
SpeakTheseWords, I like the idea of missions giving you permission to do things that you wouldn't otherwise be allowed to do, such as going into the Neutral Zone. Of course, I still want them to be randomly generated ;)
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Okay, so on top of having randomly-generated missions that only affect the person who accesses them, one might imagine one that affects a region somehow. Here's an example I put on STOnet a long way back (before most of you were even born):
Every X number of minutes, the server places a regional mission in a random location. This time, it chooses Sector 221.
Sector 221 has an Outpost, so it chooses a mission suitable for such a location.
The mission template it picks is one which involves some ships stirring up trouble.
At random, the server choose a race... ...Klingon.
At random, it chooses a sub-category... ...rogue Tribble-hunters.
At random, it chooses what sort of ships they should be... ...a small squadron... ...four K'Vort-class Birds-of-Prey and a B'rel-class BoP.
At random, it creates a bio for the main bad guy:

Now, all players who enter the area receive the following message:

If the player is interested in trying to solve this problem, he or she selects the outpost, chooses "Open hailing frequencies", then "Offer assistance", the "The Klingon situation". The player will now receive the following message in return:

The player is also given access to any information the Outpost has on the attackers; perhaps the bio shown above, if they've identified vel'Iq, or sensor scans that the player can analyze to receive information about the enemy ships; their threat level and how one might hunt them down.
To me, one of the fun things would be that you'd receive this mission regardless of your rank, so
you'd have to make the judgment: "Is my ship strong enough to take on a small squadron of mainly K'Vort-class Birds-of-Prey? If not, how much assistance will I need?"
There should be incentive to group up, even if you're powerful enough to take the ships on all by yourself; the matter of how to accomplish that deserves a thread of its own.
Now, until the threat is dispelled, civilians (NPCs or, hopefully, PCs) would run the risk of being attacked by this foe. If there are PC traders and the like in-game who can't defend themselves very well, this would make hunting down these Klingons truly meaningful (much like when Orcs invaded the miners' city of Minoc in UO). If not, defeating these Klingons would at least allow people with ships unable to endure an encounter with these ships to pass safely through the area (you don't want to be all alone in your Norway-class ship when five Birds-of-Prey uncloak near you).
Now, you'll get the most prestige out of this mission if you're able to use diplomacy to solve it... ...but you'd need
epic diplomacy skills if that's to work in this particular situation (might work better with Romulan rebels, Human pirates or Cardassian separatists), and then of course it shouldn't be as easy as clicking "Use diplomacy"; again, how to implement diplomacy is a matter deserving a thread of its own. Anyhow, I suppose having a powerful fleet backing you up might help if you want to use your Intimidation skill, and some sort of knowledge about your opponent if you want to use your Persuasion/Bluff skill.
Now, the next best thing is to disable as many ships as possible and to take their crews captive. Of course, in the case of Klingons and certain other races, you'll have to consider the fact that many of your opponents would rather die than be taken captive; a heavily damaged Klingon ship is likely to use its last strength to perform a powerful suicide attack.
However, as the mission description states, it's okay to just blow the enemy to smithereens; you'll get fewer experience/prestige/whatever points, though.
Whether you complete the mission or not, similar ones will pop up in other sectors fairly regularly. Anyhow, it helps to be in the right place in the right time if you want to earn some extra points towards your next rank, although it's not necessary. Most important of all, each of these missions is unique (although perhaps not innovative) and your accomplishments remain accomplished... ...and may even count for something!
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Edit: I should like to point out that I'm completely okay with completely pre-scripted holodeck missions; call me a hair-splitter, but as long as it doesn't grossly violate continuity or common sense, it's fine with me, and I might even take part myself. This would also open up for people who want to play some historic missions (the battle of Wolf 359, for example; it could be our "Onyxia" ;)) or fly out-dated ships (such as an NX- or Constitution-class starship), and thus allow the developers to make use of some of the stories and content that have been written in these past few decades!