The never-ending quest.

It's the dream of every upstart MMO that has aspired to knock the multi-million dollar crown from World of Warcraft's head.

"We can give them more quests! We can make more loot! We can write more dialogue! We can make so much stuff that you'll never need to leave our game!"

It's an admirable goal, and the engine that makes the whole genre run.

Here's what I can't figure out: Why is Kingdoms of Amalur: Reckoning, a single-player RPG with no online component to speak of, jockeying for the throne?