Page 2 of 3 FirstFirst 1 2 3 LastLast
Results 11 to 20 of 23

Thread: quest design

Hybrid View

  1. #1
    Player
    Roda's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    2,249
    Character
    Roda Tirhaalo
    World
    Balmung
    Main Class
    Pictomancer Lv 100
    I will say The Secret World was the most fun I had in an MMO questing, especially with its investigation quests.
    Love me a world that wants to be interacted with and that behaves intuitively.
    (2)
    ~sigh~

  2. #2
    Player
    ThaCa's Avatar
    Join Date
    Mar 2022
    Posts
    853
    Character
    Wise Fuchsia
    World
    Phantom
    Main Class
    Summoner Lv 90
    I would like to have them add more quests that actually has you participate with other players, even if they are glorified Fates, it would be nice to occasionally interact with others aside from dungeons and trials. Also having more NPCs in some quests so they are less barren and lonely. I think just having some that are visual set pieces and "help" you with stuff occasionally would feel nice.
    (1)

  3. #3
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    I don't think there are easy answers to this because there are a variety of factors involved.

    Technology (not everyone has access to the latest in hardware and fastest internet connection speeds), player skill, roleplay immersion (once past 3.0, the WoL's rather unique skill set has been identified and best saved for the situations that demand it, not common combat), the player's own concept of who their WoL is. Quests might feel simple in design but there's still many things underlying them that have to be considered.

    Could SE have taken the game in a more combat focused direction? Yes, but that's not the main story they chose to create. The quests in the MSQ need to reflect the story they want to tell.

    I still think there's room for SE to create an optional leveling path to the MSQ for those with no interest in story but they want this to remain close to what SE envisions the Final Fantasy experience to be and a large part of that is story. It's up to the player to decide if the game gives them the experience they're personally looking for, or if they're better off playing other games.

    Quote Originally Posted by ThaCa View Post
    I would like to have them add more quests that actually has you participate with other players, even if they are glorified Fates, it would be nice to occasionally interact with others aside from dungeons and trials. Also having more NPCs in some quests so they are less barren and lonely. I think just having some that are visual set pieces and "help" you with stuff occasionally would feel nice.
    I've had alts that I leveled side by side with alts of friends. We'd stay somewhat in character as we chatted during cutscenes or talked about quest dialog.

    The option is there to be participating with other players except in the solo duties. That's another thing I wish SE would do - we should be able to stay in party together for the solo duties even if we're still forced to complete the duty alone. It would help make it feel like we're still doing them together.
    (0)

  4. #4
    Player
    HappyHubris's Avatar
    Join Date
    Jun 2016
    Posts
    426
    Character
    Pocket Hubris
    World
    Leviathan
    Main Class
    Bard Lv 94
    Quote Originally Posted by Jojoya View Post
    I don't think there are easy answers to this because there are a variety of factors involved.

    Technology (not everyone has access to the latest in hardware and fastest internet connection speeds), player skill, roleplay immersion (once past 3.0, the WoL's rather unique skill set has been identified and best saved for the situations that demand it, not common combat), the player's own concept of who their WoL is. Quests might feel simple in design but there's still many things underlying them that have to be considered.
    This is silly, as MMOs have had engaging quest experiences on what would be considered a toaster today. WoW had massive success with more organic and challenging questing, and much much older-than-FFXIV games figured out things like phasing and interactive quests. My concept of my WoL is more active than running back and forth to watch dialog cutscenes, but I don't get the option to do anything else.

    Could SE have taken the game in a more combat focused direction? Yes, but that's not the main story they chose to create. The quests in the MSQ need to reflect the story they want to tell.

    I still think there's room for SE to create an optional leveling path to the MSQ for those with no interest in story but they want this to remain close to what SE envisions the Final Fantasy experience to be and a large part of that is story. It's up to the player to decide if the game gives them the experience they're personally looking for, or if they're better off playing other games.

    You're creating a false dichotomy between story and combat. Many of these quests could easily be tweaked to reduce spoken exposition and increase engaging combat. Instead of moving to a designated point and spawning 3 enemies, why not have us fight into a building to eliminate the bandit leader? Instead of having a character announce in conversation that they've figured out the enemy plans, have us hunt down and loot enemy lieutenants to read letters that explain their plans. Etc.

    Showing rather than telling is important in books and movies as well, and games have a level of interactivity on top of that. You can tell a story without endless "shot-reverse shot-reaction" cutscenes.


    I've had alts that I leveled side by side with alts of friends. We'd stay somewhat in character as we chatted during cutscenes or talked about quest dialog.
    You can also chat during combat, walking between encounters, etc. Indeed there are more hooks for RP as you're fighting into an area and looking for an objective, instead of watching people talk back and forth.
    (0)

  5. #5
    Player Rekh's Avatar
    Join Date
    Jan 2024
    Location
    Meracydia
    Posts
    521
    Character
    Fresh Tree
    World
    Zalera
    Main Class
    Warrior Lv 90
    Stormblood had some of the best ones imo; they were highly thematic to the expansion itself and very situational like the whole thing in Ruby Sea. Good quests are those that are not generic and that are tied to the specific purpose of the overarching story. Like if dawntrail's about collecting gold, then make a lot of quests related to finding gold nodes on the map; finding treasure chests as you do fates, etc. But we know square enix "doesn't have time" to make an interesting overworld; they'll just copy paste the fate system and add nothing new to it.
    (1)

  6. #6
    Player
    AnimaAnimus's Avatar
    Join Date
    Feb 2012
    Posts
    1,344
    Character
    Cynric Zerr
    World
    Sargatanas
    Main Class
    Red Mage Lv 70
    They are still just reskinning the same 5 or 6 FATEs we have had since ARR. But now with a currency to get ppl to do them so they can say they are still popular.

    I would be highly surprised, happy but surprised, if they did anything really new and different. I mean the things they added in EW were really questionable. Escort quests? Sneaky sneaky follow the npc quests? Strip player of all power and force them to sneak through a field of enemies? These are things that are almost universally hated by gamers, yet they added them and acted like it was a new big thing. Which, funnily enough, is exactly what they did when they added jumping in 2.0. 1.x had no jumping, neither does XI, and they acted like they just invented a never before seen element to movement. So, even if they do branch out, I doubt it will be anything too inspired.
    (3)
    Last edited by AnimaAnimus; 05-27-2024 at 09:55 AM.

  7. #7
    Player
    Roda's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    2,249
    Character
    Roda Tirhaalo
    World
    Balmung
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by AnimaAnimus View Post
    They are still just reskinning the same 5 or 6 FATEs we have had since ARR. But now with a currency to get ppl to do them so they can say they are still popular. Sneaky sneaky follow the npc quests? Strip player of all power and force them to sneak through a field of enemies?
    Hey now, these were pretty good when used sparingly!

    Quote Originally Posted by AnimaAnimus View Post
    Escort quests?
    These were actively unfun though. They weren't even escort quests (which I am genuinely ok with), they were little more than chaperoning an NPC's field trip... Essentially a cutscene that you had to hold W to progress. x_x


    Quote Originally Posted by AnimaAnimus View Post
    They are still just reskinning the same 5 or 6 FATEs we have had since ARR. But now with a currency to get ppl to do them so they can say they are still popular.
    Honestly every time I see "exploration zones" being developed I get a bit sad. Not because I don't like that kind of content (though I do have opinions on their progression systems...) but because that kind of danger and world interaction should be happening in the regular open world at all times!!! Forget Eureka/bozja/wherever! Put Notorious Monsters, Skirmishes, Critical Engagements, Castrum Sieges, and whatever new mechanics In The Open World!! Queuing up for "field operations" feels absolutely ridiculous in an MMO! XIV is STARVING for activities you can just get sucked into.. I wanna be doing my dailies and get side tracked because some random cool thing is happening in the zone I'm in. Knowing exactly what I'm going to be doing at every second I'm logged in gets boring :T
    (4)
    ~sigh~

  8. #8
    Player
    AnimaAnimus's Avatar
    Join Date
    Feb 2012
    Posts
    1,344
    Character
    Cynric Zerr
    World
    Sargatanas
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Roda View Post
    but because that kind of danger and world interaction should be happening in the regular open world at all times!!! Forget Eureka/bozja/wherever! Put Notorious Monsters, Skirmishes, Critical Engagements, Castrum Sieges, and whatever new mechanics In The Open World!!
    Agreed, the world basically just being a backdrop for the MSQ is criminal. So many of us want to go out into the world to explore, fight and just do something exciting. But we are sequestered to sitting around LL or, if you're lucky enough. our houses waiting on a queue to pop or going to that 1 special zone. So much wasted potential in such a beautiful world. I would kill for something even as simple as Campaign from XI being added into XIV, or have Hamlet Defense from 1.x brought back. FATEs are a giant continually wasted opportunity.
    (0)

  9. #9
    Player
    OgruMogru's Avatar
    Join Date
    Jun 2017
    Posts
    683
    Character
    Ogru Magnataraxia
    World
    Lich
    Main Class
    Black Mage Lv 100
    The quest system is completely adequate. I've enjoyed the devs attempts to make questing more varied - escorts, stealth, playing as other charas, the target/search stuff, the THREE GCDS of mecha rhythm game [Would love to have more of that in particular!!! 3 measly gcds is not enouuuuuugh!] The chat and investigate/question dialogue minigames- all very cute! I love chatting to the npcs after every dungeon or quest update. I've done almost every sidequest in the game. My problems lie in the execution and integration of them and how they bump up against ffxivs pernickety systems. too much confirming and reconfirming and menu faffing. I hate how npcs just fade out of existence when they move onto the next quest point. I want them to be in the world with my character if there's going to be such a focus on them as my in universe party members. Personal wants for future questing would be for each overworld map zone to function like a trust dungeon while you have msq active. I feel like overworld mobs are simple enough for the trust AI to not struggle and it would mean they could implement story beats that require combat as fates so they're actually integrated into the world more. I'm sure that would have it's own issues but just...something more tactile and engaging than just clicking a sparkly portal. Where's the romance in that???

    Edit: If I had my wish every overworld zone would be like day 1 Eureka. Nowhere is safe, mobs are a threat - I wanna recreate my level 1 experience of being 1 shot by a cactuar s rank.
    (0)
    Last edited by OgruMogru; 05-28-2024 at 04:09 AM.

  10. #10
    Player 1313's Avatar
    Join Date
    Apr 2024
    Posts
    347
    Character
    Payne Leonhart
    World
    Jenova
    Main Class
    White Mage Lv 100
    I don't know what the better quest design is, but the way it is, and has been for so long is very dated and boring. It's so obviously designed to waste time, with a lack of creativity to make it fun or engaging/exciting... that it's actually pretty disrespectful. There are some enjoyable tidbits on rare occasion, but that's nowhere near enough.
    (2)

Page 2 of 3 FirstFirst 1 2 3 LastLast