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  1. #1
    Player
    Risvertasashi's Avatar
    Join Date
    Apr 2014
    Posts
    4,706
    Character
    Makani Risvertasashi
    World
    Ultros
    Main Class
    Conjurer Lv 50

    Regarding Stormblood sidequests

    Back at the time of Heavensward, this appeared in an interview:

    So you thought about completely removing the experience reward from sidequests?

    Y: Even though sidequests are based around story, if you want to progress through the game quickly you can click your way through them without reading anything. Because our questing system is not all that elaborate, the tasks themselves are limited to a small number of variations like "Kill X of that monster" or "bring this thing to that person". Of course we are working on including more varied tasks, and we are also working on main the story itself interesting. Still, we had to ask whether a system that allows you to earn experience just by clicking things was really needed at this point from a game design perspective.

    So you had that conversation in the development team?

    Y: In the team as well, there were people asking "can't we just remove them already?", but we were worried that if we only allowed players to level through group activities like dungeons and hunting open-world mobs, then we wouldn't be able to provide for those people who want to experience all aspects of the game on their own. There were arguments in favor of both sides, but in the end we felt having experience rewards from the main quest wasn't hurting the game in any way, so we decided to add side quests as originally planned.

    How have players reacted to this?

    Y: I was expecting a few more comments like "We're sick of them" or "There are too many errands", but I think we were able to make the story interesting enough to cover for the monotony of the activity itself. In the end, expect for one particular set of quests, we didn't receive that many complaints. I think this is thanks to our writing team's efforts.
    More recently - Stormblood era - there was another interview commenting about how the development team has received positive feedback regarding the story quality in sidequests. I want to say that I do agree the writing quality in sidequests is high. If I find myself doing a sidequest chain I didn't think I was going to do, I'm often surprised at how good the writing is.

    That said, I quoted this old interview for a reason. From a writing standpoint, they're good. From a gameplay standpoint, sidequests still kinda suck: They're bland and repetitive.

    So to any developers that might read this: Please do not keep drowning us in massive amounts of sidequests. I would be quite content if 5.0 halved the number of sidequests. Please do keep up the storytelling efforts, but also please focus more of the gameplay design efforts on other, more interesting content.

    I hope I'm not alone in feeling this way. I realize many in the lore forums may enjoy that very lore expositioned in these quests but I ask - how do you feel about the gameplay behind them?
    (0)

  2. #2
    Player
    ObsidianFire's Avatar
    Join Date
    Oct 2017
    Posts
    1,018
    Character
    Kharagal Mierqid
    World
    Cerberus
    Main Class
    Summoner Lv 90
    I don't really care about the game play. And by that, I mean that the gameplay is fine. I'd rather the quests stay as they are with us going around in the world doing gameplay things then they just become a series of text boxes we have to read through to get to the world-building stuff in them. Some of us players "fill in the gaps" of the gameplay so that, in our heads, it's not just us clicking buttons on a screen or defeating enemies, but actually doing what the quests say we are doing. Losing any indication of when that happens on-screen would be a loss. It helps the WoL feel like they're doing something in the world that isn't just the MSQ.

    There's also the point of view that it helps with leveling other jobs. The MSQ is for my main job and I usually save most of the side-quests for my alts. Having gameplay in them gives me an opportunity to play around with that job's skills in a no-stress zone that's not as boring as a training dummy. I'd rather do that kind of experimentation in Side-Quests then in dungeons where other people depend on me to know what I'm doing.
    (3)

  3. #3
    Player
    Wyssahtyn's Avatar
    Join Date
    May 2017
    Posts
    867
    Character
    Saika Kinoshita
    World
    Mateus
    Main Class
    Rogue Lv 53
    They're sidequests. They're going to be bland and repetitive, so I don't carry many expectations. I'm more interested in the story told by the sidequests, which is often times interesting. I'm severely disappointed that they've tossed journal entries out the window though. I enjoyed going back through them.
    (5)

  4. #4
    Player
    Balipu's Avatar
    Join Date
    Sep 2014
    Location
    Gridania
    Posts
    2,084
    Character
    Tea Mysidia
    World
    Phoenix
    Main Class
    Rogue Lv 90
    Quote Originally Posted by Wyssahtyn View Post
    They're sidequests. They're going to be bland and repetitive, so I don't carry many expectations. I'm more interested in the story told by the sidequests, which is often times interesting. I'm severely disappointed that they've tossed journal entries out the window though. I enjoyed going back through them.
    This. They won't just hide new interesting mechanics in sidequests you might totally ignore.

    You know what, Risv? By your logic we should remove dungeon. I mean what's their point? Cool new mechanics, and awesome background music come from trials and raids. Interesting lore is usually tied to endgame trials and raids. For XP grinding the best way is deep dungeons and main scenario quests. Important story battles are done more often with solo duties. Gear can be crafted or bought with tomestone.
    (2)

  5. #5
    Player
    Bright-Flower's Avatar
    Join Date
    Jul 2018
    Posts
    2,828
    Character
    Nyr Ardyne
    World
    Balmung
    Main Class
    Paladin Lv 100
    Side quests are nice to flesh out little details or tell side stories not important enough to be in the MSQ.

    I don't know what they could really add to them? The core of this game is combat. What can they really add that isn't 'kill this' or 'click on that thing' or 'talk to this NPC?' Even that kind of falls under 'click this thing.' I don't really see what they could add to side quests to make them more interesting gameplay wise.
    (3)

  6. #6
    Player
    Rocl's Avatar
    Join Date
    Mar 2011
    Location
    Final Call of Warcraft XIV
    Posts
    761
    Character
    Rocl Montaigne
    World
    Excalibur
    Main Class
    Scholar Lv 80
    I would imagine the idea would be that they contain more instanced fights? But that feels like a lot of dev time for what they are. (Optional quests meant to bridge EXP gaps when you take a break from doing the other leveling things with some world building.)

    The other thing I might see is, like, Parley? But dear god NO, DO NOT BRING BACK PARLEY.
    (0)

  7. #7
    Player
    MistakeNot's Avatar
    Join Date
    Sep 2015
    Posts
    2,312
    Character
    Auriana Redsteele
    World
    Zodiark
    Main Class
    Paladin Lv 83
    Quote Originally Posted by Risvertasashi View Post
    From a writing standpoint, they're good. From a gameplay standpoint, sidequests still kinda suck: They're bland and repetitive.
    Even so they are better than dungeons - dodging AOEs is not fun, and that seems to be the main mechanic in all dungeons.
    If they removed sidequests as a way of leveling I would quit the game.
    (2)

  8. #8
    Player
    Risvertasashi's Avatar
    Join Date
    Apr 2014
    Posts
    4,706
    Character
    Makani Risvertasashi
    World
    Ultros
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Balipu View Post
    You know what, Risv? By your logic we should remove dungeon. I mean what's their point? Cool new mechanics, and awesome background music come from trials and raids.
    Please don't put words in my mouth.

    And you're wrong on that point anyways. New music and new mechanics are introduced via dungeons as well.

    Quote Originally Posted by MistakeNot View Post
    Even so they are better than dungeons - dodging AOEs is not fun, and that seems to be the main mechanic in all dungeons.
    If they removed sidequests as a way of leveling I would quit the game.
    Not suggesting they do that. I just don't want literally hundreds upon hundreds of them.

    But, it seems I am alone in thinking this afterall. Oh well...
    (0)
    Last edited by Risvertasashi; 10-03-2018 at 09:57 AM.

  9. #9
    Player
    Cilia's Avatar
    Join Date
    Sep 2013
    Location
    The Hermit's Hovel
    Posts
    3,698
    Character
    Trpimir Ratyasch
    World
    Lamia
    Main Class
    Gunbreaker Lv 100
    I enjoy sidequests so long as they flesh out the world more. "Go kill X for its meat, I'm hungry," "Y monster is terrorizing the locals. Go kill it,", "Fetch me X of Y." Those are the sorts of sidequests I hate. If it expands my understanding of the world or has a touching moment I'm fine with that; otherwise I'd rather do dungeons. More dynamic.
    (4)
    Trpimir Ratyasch's Way Status (7.3 - End)
    [ ]LOST [ ]NOT LOST [X]TRAUNT!
    "There is no hope in stubbornly clinging to the past. It is our duty to face the future and march onward, not retreat inward." -Sovetsky Soyuz, Azur Lane: Snowrealm Peregrination

  10. #10
    Player
    Zephanoa's Avatar
    Join Date
    Dec 2014
    Location
    Gridania
    Posts
    301
    Character
    Vaeldus Lunarys
    World
    Ultros
    Main Class
    Warrior Lv 90
    I am in the same boat as a lot of folks. As long as there is story reasoning for doing something then it doesn't bother me. They could give the questing system some updates if it allows for interesting game play but I am fine if it was the same. Final Fantasy is known for its story through dialogue. Just be happy it's not Golden Sun tier.
    (1)

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