Worst video game quest ever created: World of Warcraft's Green Hills of Stranglethorn | Jeff Kaplan
Jeff Kaplan reflects on the infamous Green Hills of Stranglethorn quest, a collection-based quest he designed that became one of WoW's most hated due to poor inventory management and social engineering failures. He discusses how this experience taught him valuable lessons about player-centric design versus 'ant farm' designer mentality, and how openly acknowledging the failure helped establish a culture of critical self-evaluation at Blizzard.
Summary
Jeff Kaplan discusses his design of the Green Hills of Stranglethorn quest, one of the most infamous quests in World of Warcraft history. The quest required players to collect scattered pages across Stranglethorn Vale to reconstruct a short story Kaplan had written as a homage to Ernest Hemingway. The quest giver, Hemet Nesingwary, is an anagram of Hemingway's name, and another NPC references Jack Kerouac, showcasing Kaplan's literary references.
Kaplan explains that while the core concept wasn't necessarily flawed, the implementation failed catastrophically due to technical limitations. The pages didn't stack in inventory and there was no dedicated container, so collecting them consumed valuable bag space. Players often received duplicate pages while lacking others (like having multiple page fives but no page six), creating frustration rather than the intended collaborative social experience Kaplan had envisioned.
Kaplan describes his approach as 'ant farm designer' mentality—treating players as subjects in an experiment rather than designing for their enjoyment. He acknowledges this was the hubris of a junior designer who thought he was being clever. His goal was to encourage player interaction through trading and cooperation, similar to McDonald's Monopoly mechanics, but instead players simply became frustrated, avoided the quest, or used the Auction House to trade pages rather than engaging in the organic social experience he'd imagined.
The transcript concludes with Kaplan explaining how this notorious failure ultimately became valuable to Blizzard's design culture. By being publicly self-critical about the quest's failure and explaining why it didn't work, he created permission for the team to be more critical of their own work and challenge each other to design better content.
Key Insights
- Kaplan designed the quest pages to not stack and without dedicated container space, which forced players to sacrifice inventory space and created duplicate/missing page problems that made the quest frustrating rather than engaging
- Kaplan's original goal was to encourage organic player social interaction through page trading, similar to McDonald's Monopoly mechanics, but players responded by using the Auction House instead or simply avoiding the quest entirely
- Kaplan identifies his design approach as 'ant farm designer' mentality, where the designer treats players as experimental subjects to observe rather than prioritizing player enjoyment, which he now recognizes as fundamentally flawed
- The Green Hills of Stranglethorn quest contained literary homages with Hemet Nesingwary as an anagram of Hemingway and another NPC referencing Kerouac, representing Kaplan's attempt to inject personal creativity into the game
- By being publicly critical of his own failed quest and explaining its design mistakes, Kaplan opened the door for Blizzard as a company to develop a culture of self-criticism and peer challenge rather than defensive justification of work
Topics
Transcript
[0:02] - Uh, so you've designed some incredible quests. Is there any that stand out that you're proud of ashamed of? I mean, you are famously have designed the Green Hills of Stranglethorn quest. One of the most infamous quests in the history of WoW, of gaming, where you had to collect a bunch of pages, or... Green Hills of Stranglethorn, maybe, can you, comment on that one or any quest that just springs to mind? - Green Hills of Stranglethorn holds a lot of emotional [0:35] value for me because amongst WoW players back in the day, it was unanimously hated as one of the shittiest, most annoying quests. Um, but it holds a really special place in my…
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