Moderator: Rangers
Mordul wrote:While I appreciate the idea of interconnected quests which is not he same as a quest chain...It looks like a lot of work.
First crafting basic ideas of quests.
Then finding methods of connecting quests THAT DON'T REPEAT.
Next Fleshing out the details into memorable encounters.
I'm probably skipping a few steps but it looks like it could easily add a third more time to design.
I can explain it to you, but I can't understand it for you.
hiptanaka wrote:Things like this are great. Complex and interesting quests are what they should be spending a big portion of their time on, in my opinion. Also quests that span multiple locations in different ways.
EDIT: Put it on the idea moderator?
Game_Exile wrote:Yes, the quests should be interwoven, but why "loosely" and in "unexpected" ways? I like this idea for easter egg type stuff, but the effects of most of the quests work shouldn't be completely unpredictable or random. Quests should generally work in logical ways that impact the player's end game goals in ways other than XP gain (including the ways they impact other quests).
Intermingled quests wrote:Train tracks. You follow your track from A to B. To get to B you have to pass over a train track turntable, which has 15 different tracks all passing through it. Now for you to get to B you don't care about anything else so manipulate the turntable so its pointing towards B, and on you go. Now in doing that 5 other quests are now blocked, because they can't get onto the turntable from their end.
MinscAndBoo wrote:Intermingled quests wrote:Train tracks. You follow your track from A to B. To get to B you have to pass over a train track turntable, which has 15 different tracks all passing through it. Now for you to get to B you don't care about anything else so manipulate the turntable so its pointing towards B, and on you go. Now in doing that 5 other quests are now blocked, because they can't get onto the turntable from their end.
The only relationship between the quests is the path you took. That's where you can add unpredictability.
I can explain it to you, but I can't understand it for you.
Game_Exile wrote:MinscAndBoo wrote:Train tracks. You follow your track from A to B. To get to B you have to pass over a train track turntable, which has 15 different tracks all passing through it. Now for you to get to B you don't care about anything else so manipulate the turntable so its pointing towards B, and on you go. Now in doing that 5 other quests are now blocked, because they can't get onto the turntable from their end.MinscAndBoo wrote:The only relationship between the quests is the path you took. That's where you can add unpredictability.
Again, I don't see why it is important to add "unpredictability" here? When you make a decision to, say, block off a path, there should be central game mechanics in place telling you that this path is important for so and so reasons in the context of the game world, if you know what I mean.
Game_Exile wrote:There can be other, surprise (quest-specific) reasons for blocking off or not blocking off the path, but an obvious and meaningless choice to block off a path in order to complete quest 1, shouldn't suddenly make you unable to take significant "paths" later in the game (or at least this shouldn't happen too often).
Game_Exile wrote:For most of the decisions you make, you should have some inkling of what the effects will be, or the whole game turns into absurdist comedy. I know you aren't trying to say that everything should be unpredictable. I'm just trying to argue that the words "unexpected" and "unpredictable" are misleading and confusing in this post.
Sub-Human wrote:There should be hints that what you're about to do might come haunt you later on. The game should be challenging, sure, but not unfair.
Color Blotch wrote:I believe this is a somewhat wrong mindset to approach a cRPG. As gamers we tend to perceive all negative events in game as "loss" and that we must "win" against the game in order to prevent them. But it shouldn't be taken like that. This isn't a race. The purpose of the game is not to get high score and you don't get "game over" screen because of your bad judgment. On the contrary, getting an unexpected result can be the best way to tell a story and immerse player in the new and unknown world. Failures are just as important to shape a unique story of your adventure as successes. Making sure that player can always avoid all failures is equivalent to making sure his adventure can be as bland and lifeless as possible (and there are already so many games doing a great job at that).
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