"SE should create monthly sets of busywork quests to keep us busy during content droughts."
5 seconds after the implementation...
"OMG why is this content so meaningless? Why did they bother adding it at all when it's literally just busywork?"
"SE should create monthly sets of busywork quests to keep us busy during content droughts."
5 seconds after the implementation...
"OMG why is this content so meaningless? Why did they bother adding it at all when it's literally just busywork?"
Which is why that's not what I'm asking. I want to discuss first how much effort does it take. If it takes away too much, then of course it's not worth it.
But if it doesn't take away too much, then I would say people would rather have content than not having content at all.
Any time spent creating a quest takes away time from devs making "actual" content.Which is why that's not what I'm asking. I want to discuss first how much effort does it take. If it takes away too much, then of course it's not worth it.
But if it doesn't take away too much, then I would say people would rather have content than not having content at all.
The dialogue must be written and localized for all areas. The NPCs need to be coded and tested if they're in a new place and tested for conflicts if they exist already. If there are monsters to be killed for drops they need to be flagged to drop the loot or item for people on the quest and checked to see if this interferes with any other quests/skills/challenges. The rewards need to be calculated against other available rewards and the lore impact tested for conflicts with other storylines and narratives. There is probably a LOT I'm not even thinking about, but as I don't design games it doesn't come to mind easily.
Quite honestly, in my opinion I'd rather they spend this kind of time on making content releases deeper than distracting people with 3 minute busywork.
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