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DRTJR wrote:Skyrim has a main plot?!
Fuzi0n wrote:Of course! You have to uh... kill the big old mean dragon, who is really bad and hates everybody. Because he is a real meanie.
Drool wrote:Fuzi0n wrote:Of course! You have to uh... kill the big old mean dragon, who is really bad and hates everybody. Because he is a real meanie.
...because he is a demigod of destruction and part of the Nord mythcycle involving the end of the world.
Drool wrote:Yup. I'm a dick. But they're dead anyway, so who cares? I mean, I've got Nirnroot to pick!
Color Blotch wrote:There's nothing worse than playing an RPG and having no motivation. When you come to an NPC and he asks "what do you want?", "nothing at all" shouldn't be your first thought.
CaptainPatch wrote:Color Blotch wrote:There's nothing worse than playing an RPG and having no motivation. When you come to an NPC and he asks "what do you want?", "nothing at all" shouldn't be your first thought.
Isn't that what ALL quests do? Give you a goal to pursue? The initial quest doesn't necessarily need to be a "Main Quest"; just something that gets you started. Something that leads/sends you to here where you are exposed to other potential quests. In a quest-rich environment, you should/would never lack for things to do. Unless you are of a personality that insists on "I don't want to do A, B, C, D,....S, or T! I want to do W! If I don't get a W right _now_, I'll say this game sucks!"
"The essence of Wealth is choice. The more choices you have, the richer you are."
Color Blotch wrote:The question is whether you have motivation to get quests in first place.
Color Blotch wrote:If you come into a town full of automated quest dispensers (aka NPCs) and you start initiating dialog with every available person to open up all available quests, this means you don't actually have plausible motivation. Now if you have a more general goal, like acquiring an item or finding a person in that town, you then have a reason to start asking around. Suddenly you see streets populated with living characters.
CaptainPatch wrote:Color Blotch wrote:The question is whether you have motivation to get quests in first place.
"You can lead a horse to water, but you can't make it drink." If _they_ choose to not seek a quest, it's not the game's fault that they have nothing to do.Color Blotch wrote:If you come into a town full of automated quest dispensers (aka NPCs) and you start initiating dialog with every available person to open up all available quests, this means you don't actually have plausible motivation. Now if you have a more general goal, like acquiring an item or finding a person in that town, you then have a reason to start asking around. Suddenly you see streets populated with living characters.
But that's pretty much how most of the quests in Wasteland were presented to the player. When you got to Highpool, you didn't learn about the quests to take out Rex the rabid dog, rescue Jackie, or fix the water pump until you _literally_ stumbled into info that those needed to be done. In Quartz you didn't find out about the kidnapped Mayor Pedros and his wife Felicia until you bumped into NPCs to fill in the blanks. In Needles you didn't have any NPC _tell_ you what to do, until you ran into info sources like dead bodies and an evangelical NPC that lead you to The Mushroom Cult.
What I am suggesting isn't all that different from what was being done before. Just no hokey "Save The World!" quest to force me to go into one specific direction.
Lucius wrote:Your motivation though to explore those places was a result of the vague main quest in the beginning. You literally had no information to start and no direction. It was up to the player to wander around and figure it out. If there was no main quest then there would be no motivation to leave ranger center (within the game world).
Avellone's response, meanwhile, challenged the idea that the story a game designer can write matters at all. Instead, he explained, the systems that designers put into a game can let the player tell their own, more compelling story. He had found that perhaps the best role of a narrative designer was to "ultimately let the systems and the player's interaction with those actually create their own story." He cited experience with Fallout: New Vegas, describing the way a player brought more to the game than he could ever have intentionally written in:One particular example that comes to mind is .. Josh Sawyer, who was playing through Fallout New Vegas for the second time. And he decided to piss off both factions in the game, who hate each other. And when you piss off either faction in the game, assassins will attack you, which is pretty typical for showing reputation mechanics in games.
But because he had chosen to piss off both factions, which is something we hadn't accounted for, he woke up in the Mojave Wasteland one morning to find that both assassin squads had spawned in but rather than attack him, they launched at each other, murdered each other, and Josh just went by, whistled, looted all their corpses... And I could have spent like a month and a half trying to do a narrative design solution that would set up that situation, but because of the mechanics Josh was able to have a story all his own because of his actions in the environment.
One particular example that comes to mind is .. Josh Sawyer, who was playing through Fallout New Vegas for the second time. And he decided to piss off both factions in the game, who hate each other. And when you piss off either faction in the game, assassins will attack you, which is pretty typical for showing reputation mechanics in games.
But because he had chosen to piss off both factions, which is something we hadn't accounted for, he woke up in the Mojave Wasteland one morning to find that both assassin squads had spawned in but rather than attack him, they launched at each other, murdered each other, and Josh just went by, whistled, looted all their corpses... And I could have spent like a month and a half trying to do a narrative design solution that would set up that situation, but because of the mechanics Josh was able to have a story all his own because of his actions in the environment.
Color Blotch wrote:One particular example that comes to mind is .. Josh Sawyer, who was playing through Fallout New Vegas for the second time. And he decided to piss off both factions in the game, who hate each other. And when you piss off either faction in the game, assassins will attack you, which is pretty typical for showing reputation mechanics in games.
But because he had chosen to piss off both factions, which is something we hadn't accounted for, he woke up in the Mojave Wasteland one morning to find that both assassin squads had spawned in but rather than attack him, they launched at each other, murdered each other, and Josh just went by, whistled, looted all their corpses... And I could have spent like a month and a half trying to do a narrative design solution that would set up that situation, but because of the mechanics Josh was able to have a story all his own because of his actions in the environment.
And for every such lucky occurrence there's a dozen of unlucky ones. If you enter Benny's casino and gun down his men, you can then proceed right to him and initiate a dialog, only to find out that you should be reasonable and move to the VIP lounge as he suggests, because otherwise you stand no chance against his men (lying around him in pieces) with all those joke guns you could possibly smuggle through the guards (all while looking down the barrel of your 10 mm SMG).
Yes, I'm all for stories that player makes for himself. It's just that most of these end up as rabid lunacy that even David Lynch would be ashamed to put in his movie.
Mandemon wrote:Certain situations take precedence over others (like killing guards), but writers need to map out all possible outcomes for these. Sometimes they get all, sometimes they miss some. It's all hit and miss, especially if coding is not perfect. If certain flags are checked and acted before others, you get nonsensical situations at best, bugs and glitches at worst.
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