11/09/2010

Quest Implementation

Its been less than 24 hours and I see my brother playing against lvl 35+ people in the new Call of Duty game... o.O;;

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How should quests be implemented?

I think it's convenient, and in a way makes sense the way it was implemented in Borderlands; you'd pick up a huge list (8+) of quests, and they'd all be in the general area, if not each major area had an associated quest attached to it. It makes sense that they don't send you to tim-buk-tu (why would they need something from so far away?), and its convenient is you can start in one area and just adventure on to the next without long time periods of inactivity.

At the same time, I think its wrong; should there be THAT many things in the world that needs to be done? Can't anyone do anything? Are npc's so useless that they are literally rooted to the ground (and normally they are sadly), that even when you're not looking, they can't move? Or that there isn't any other adventurers that are up to the task; that no one is capable of shooting a gun or swinging a sword that there are so many things that is wrong/needs to be addressed?

Its a mixed bag on chain quests; sometimes it makes sense that there should be a quest immediately after the completion of one quest, but it makes the quest seem inconsequential if you complete a major milestone in an hour or two? So you, the npc, has been waiting for days, months, maybe years for someone to complete a quest that takes only a few minutes? Weak.

Also with Kill Collector quests, I want to see item rewards in relation to the item you're collecting. In Guild Wars these collectors give you (atleast) a wide variety of item rewards, but wouldn't it be great that if you collected bear pelts, that you'll get a bear pelt backpack.. or cape? Collect skeleton bones, get bone armor (sighhh Ultima Online) or a bone weapon a la Monster Hunter.

I like how public quests are built in that depending on the situation, there may be a quest available, and not always the same one (b/c it might be in a different stage). I also like how it progresses in that its either different, more complex, harder or a combination.

I guess the question is, what other ways are there to implement quests?

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