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  1. #1
    Player
    Gramul's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    5,203
    Character
    Eisen Gramul
    World
    Hyperion
    Main Class
    Blacksmith Lv 90

    On open gameplay and organic quest design.

    /!\NOTE/!\: This is not a thread where I berate and hate on SE for not doing things exactly how I want. There are many things I do like about this game; this is just a hopeful suggestion to get people to consider how they play, and maybe SE to think about how they present lore centric content. I ask that you hear, feel, and think before you consider dismissing this as "Just another whiner thread". Thank you.

    Recently, the show Extra Credits had some episodes on quest design in MMOs. Specifically, how modern quests are centered around just pushing you forward with the 3-5 types of quests that have become standard, and how these games are capable of giving the player a much more organic and engaging experience.
    Please give them a look:
    Part 1
    Part 2

    They cover quest systems based on the player taking the time and effort to interact with the world itself. Quests that require critical thinking over the mindless mowing through trash mobs to push ourselves to endgame. Sure you could just look up the answers to these kind of puzzle based quests, but that's really true of any game, and the appeal of quests from those games is the story, lore, and environments they give you. Simply being able to look it up shouldn't mean you should shy away from content like it.

    Game design has become so systematic and cold. We've boiled everything down to lists and tasks that we seem to have forgotten how to make a world feel alive and natural. I would like for this game to be more than just hubs and raids. Let me get involved with this beautiful world. Let me feel like my actions are more than
    Even if I'm not rewarded for it, I want the quests and X to be something I want to do because of how engaging they are; not because I have to. And they have to replace the progression quests we already have, they can be something for the side. Things that really bring out the flavor of Eorzea's world.
    I do want this game to be a success, but I think it can be something more than the standard. I leave this thread to open discussion and free thought about the subject.
    (24)

  2. #2
    Player
    Vies's Avatar
    Join Date
    Aug 2013
    Posts
    86
    Character
    V'ies Nies
    World
    Leviathan
    Main Class
    Marauder Lv 48
    Agreed. I'd also like to see fates given similar treatment. For example, Svara. It would be great if the success or failure of that chain determined the state of Steel Vigil. If players succeed, it becomes an outpost with unique vendors and maybe some repeatable quests that involve gathering supplies rebuilding/fortifying the outpost(which, at various milestones, would change the look of the area).
    (5)

  3. #3
    Player
    saber_alter's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    1,811
    Character
    Lyrre Myste
    World
    Cactuar
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Vies View Post
    Agreed. I'd also like to see fates given similar treatment. For example, Svara. It would be great if the success or failure of that chain determined the state of Steel Vigil. If players succeed, it becomes an outpost with unique vendors and maybe some repeatable quests that involve gathering supplies rebuilding/fortifying the outpost(which, at various milestones, would change the look of the area).
    i know they did this in the south shroud with redbelly hive. if the FATE "retaking the hive" succeeded, a vendor would be added and the fort would be occupied by wood wailers. later, if another fate where poachers would attack the hive failed, they would retake control of it, and the wood wailers and merchant would run away.
    (5)

  4. #4
    Player
    WellFooled's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,313
    Character
    Doranaux Wavemet
    World
    Goblin
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by saber_alter View Post
    i know they did this in the south shroud with redbelly hive.
    Same with Poor Maids Mill and Highbridge!
    (3)
    A true paladin... will sheathe his sword.

  5. #5
    Player
    Errors's Avatar
    Join Date
    Nov 2012
    Location
    Ul'dah
    Posts
    306
    Character
    Errors Phynrir
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Just some ideas.

    T(r)oll Bridge FATE
    FATE Completed: Bridge is open to the public.
    FATE Failed: Bridge taken over by bandits, they will block your way (invis wall) you either have to walk long way around or you have to pay a small gil fee.

    Outpost FATE
    FATE Completed: Contested outpost has a small detachment of grand company soilders with vendor NPCs.
    FATE Failed: Beastmen tribe has taken over a contested outpost and have bunkered in, soilders/vendors not present.

    Village FATE
    Fate Completed: Small village is happy going/NPCs/venders/etc.
    FATE Failed: Village is ran sacked, prices are higher, some NPC's are missing, etc..

    Grand Company Outpost FATEs
    Fate Completed: Which ever grand company had higher participation would take control of outpost.
    Fate Failed: Beastmen control outpost.

    Grand Company Territorial FATEs
    Well basically the same as Grand Company Outpost FATE's but on a larger scale.

    These could easily be 1 step FATES or multi-step FATEs (chained together).

    Majority of the FATE's in the game are:

    FATE spawns ->
    (did you win?) - Yes -> Get seals, Exp, Gil
    (did you win?) - No -> Try again next spawn.
    (3)
    Last edited by Errors; 03-07-2014 at 03:38 AM.

  6. #6
    Player
    Gesser's Avatar
    Join Date
    Sep 2013
    Location
    New Gridania
    Posts
    728
    Character
    Saedrin Nightfury
    World
    Gilgamesh
    Main Class
    Pugilist Lv 94
    Yeah it'd be really cool if certain FATE bosses were actually like dungeon bosses with crazy mechanics.
    (0)

  7. #7
    Player Battlewrench's Avatar
    Join Date
    Aug 2013
    Posts
    369
    Character
    Haru Degurechaff
    World
    Brynhildr
    Main Class
    Pugilist Lv 65
    The secret world did a lot right with their quests and leveling. Personally I love the build system they have even though it can create balancing problems. It also did solo much wrong though.... I hope for a game with a hybrid quest system of everquest and the secret world. I feel its worth mentioning that kingsmouth, the zone in the video where the quest he refers to is in, is the best zone because after that I feel like the quality of quests go slightly downhill. Not bad but just not as good, and considering kingsmouth is the first zone it kinda disappoints afterwards.
    (1)
    Last edited by Battlewrench; 03-07-2014 at 03:52 AM.

  8. #8
    Player
    axemtitanium's Avatar
    Join Date
    Jul 2012
    Posts
    990
    Character
    Titania Basilikos
    World
    Hyperion
    Main Class
    Thaumaturge Lv 100
    I'm in general happy with the direction that quests have gone in this game, compared to 1.0, but I do agree with Gramul that they could be a little more. Extra Credits mentions five quest types but I actually just think that most quests can be boiled down into "fetch quests", in essence. I think now that the main scenario has acclimated players to the "quest hub" design, it's good to experiment with the way players interact with newer quests. I really liked the way that 2.1 quests encouraged players to replay some older content (Qarn, guildhests) as lv 50 characters to see how the game has changed since their leveling days. It would be really cool to see more of that kind of stuff in the future, and perhaps expanded to the point where joining a dungeon with the quest active changes the dungeon in some way (e.g. bring a quest item into the dungeon and interact with some element inside to progress the quest).

    The quests in this game are extremely well written but I think some of the complexity has been sacrificed in the name of "accessibility". Accessibility is not a bad thing but post-main story, I think even the most casual of players have learned how to interact with the quest log that they can handle more complex quest design. There's tons of cool story bits hidden throughout the environment and I'd love to see more of it get surfaced through quest design.
    (1)

  9. #9
    Player
    Gramul's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    5,203
    Character
    Eisen Gramul
    World
    Hyperion
    Main Class
    Blacksmith Lv 90
    I'd be more than happy with getting more FATEs with consequence, but I was thinking about more quests with puzzles and tasks that have less to do with fighting a small group of trash mobs or picking up piles of glitter from a marked range.
    (1)

  10. #10
    Player
    Musashidon's Avatar
    Join Date
    Aug 2013
    Posts
    1,788
    Character
    Blackmage Vivi
    World
    Leviathan
    Main Class
    Gladiator Lv 100
    the idea of these quests would be fun when i am bored and wanna run around just doing random stuff, but other then that it is not that interesting i don't feel like having to convince a npc to give me a quest or to happen upon a item i need to start it, i am not all that into lore, but i guess it wouldn't be much of a problem since we have alot of quests already in game so i wouldn't need to even look for these quests to lvl. so yea not a bad idea (i mean as long as i keep my simple do what i ask quests)
    (0)

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