SCO
Arcane
- Joined
- Feb 3, 2009
- Messages
- 16,320
I always thought that quests in most games are tremendously artificial. One of the problems is the questgiver->move->quest item->move->questgiver that is the prototype of 98% of quests.
So i was thinking of ways this could be broken up and all. Variations are: don't need to move anywhere to do the quest, don't need to get a item, don't have a quest giver but allow the player to discover the task, have more than one quest giver for the same quest, don't start with the quest giver but the item.
Now, all of these were done at one time (PS:T and fallout mostly), so i was hoping for a little bit of minimal incline when i read the lp's and found that bioware incorporated that last variation.
But of course, they cheapened it, first by overuse (to pad the hell out of the game), then by making the place to return the thing obvious with a quest log that says exactly where you should go - instead of no questlog at all, as the gods intended, handholding++.
Is there anything that Bioware can't fuck up?
So i was thinking of ways this could be broken up and all. Variations are: don't need to move anywhere to do the quest, don't need to get a item, don't have a quest giver but allow the player to discover the task, have more than one quest giver for the same quest, don't start with the quest giver but the item.
Now, all of these were done at one time (PS:T and fallout mostly), so i was hoping for a little bit of minimal incline when i read the lp's and found that bioware incorporated that last variation.
But of course, they cheapened it, first by overuse (to pad the hell out of the game), then by making the place to return the thing obvious with a quest log that says exactly where you should go - instead of no questlog at all, as the gods intended, handholding++.
Is there anything that Bioware can't fuck up?