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/svidya/ is a strict /v/ alternative for moderated vidya discussion. This Board wasn't intended to replace /v/ but to aid Anon's in having vidya discussions with zero shitposters. Thanks for adding /svidya/ to /v/'s recommended boards, Mark.

File: 1425486401559.png (10.21 KB, 234x149, 234:149, livinginitaly.png)

6f2815 No.1427

I was playing Xenoblade and I noticed that while it has a shit load of subquests, most of them aren't really interesting. They still manage to be fun because of rewards and the brilliant combat.
Anyway, there is a small quest that got me interested to the very end. Minor spoilers.
some guy called Earnest tells you there is a infinite ether deposit somewhere
you investigate that place only to find a normal deposit and get attacked by monsters
he tells you about another place, but it's another lie
When you angrily get back to him, he tells you that he is used to have a friend. When they were out exploring, seeking a deposit someone told them to be infinite, they were attacked by a monster. His friend tackled the monster, letting Earnest escape but sacrificing himself in the process. He was giving you these information because he felt lonely and wanted some attention
He apologizes and asks you if you can put flowers on his friend's grave. If you do that, you get attacked by the same monster who killed him.
I really liked the quest, but it was not so different from the others. Go from A to B, investigate, report back, kill monsters etc. yet it managed to entertain me more than the others.
So my question is the following : What is the difference between a good quest and a bad one? Is it just about backstory or there is something else to it? What tools do the devs have to make quests interesting and enjoyable?

248b39 No.1432

I think fetch quests are something we just can't avoid. There are methods that devs can use to minimize it, like picking up quests in the field rather than in a town, but it's still there. Since you're talking about Xenoblade, the reason I never felt extremely annoyed or bored with their quests, even if a majority were pretty shitty and just (go kill X monsters and bring me their tails), there was generally some character and story that was told with each individual quest, outside of the generic quests like Unique Mosnter Hunt 1, 2, 3, Item Collection 1, 2, 3, and so forth.

The quests made it feel like you were doing something, even if you knew you were just running from point A to B and wasting your time. They gave you the feeling that you were making an impact on the game's world and it's characters. So really I think it boils down to good writing.

304984 No.1453

>>1427
The bulk of the sidequests in Xenoblade are something of an issue of being rather boring fetch/kill quests, but thankfully they can (and should) be done sparingly since you can easily out level the enemies and remove the challenge the game can have.

On the other hand, I do have to give Xenoblade credit in that with most quests you can turn them in while still in the field, removing some of the tedium that MMO-esque quests can have (though with fast travel it's not as big an issue as other games might have).

There are some sidequests in the game though that do build upon the history, the plot, and the people, and those were the ones I really appreciated. Did you do the pocketwatch sidequest for one of the women at Colony 9, for instance?

As far as how to make fetch quests enjoyable, I'd say either have a nice subplot/people/world building element to them as the big reward beyond exp, money, or equipment, and try not to force the player to go heavily out of their way just to get the items needed (IE: don't simply give the item a shitty drop rate from monsters or nodes simply to pad the time for it out, or force the player through a bunch of encounters simply to get the enemy the drops the item or needs to be killed to show up), but still encourage exploration as well (I think the landmark warp system and hidden areas in Xenoblade really helped with that). A good quest log is also quite useful, especially one with a marker for ones that will eventually be timed out the way Xenoblade does it.

I do hope that with XCX, they have the exp granted by sidequests be optional (maybe turned on or off in the options menu), so you can do them without fear of removing the challenge the game has by outleveling the content.

1d73e9 No.1485

File: 1425539758382.gif (448.3 KB, 384x288, 4:3, despair face.gif)

What are fetch quests first.
>Quests that require the player to travel a distance to acquire an item/fight an enemy/relay information. Essentially go from Point A to Point B and sometimes back to Point A or a continuation with being required to go to Point C.

With this in mind I think some of the tedium of a fetch quest is added in a lot of games with certain aspects
>Being told where to go
>Having Point B marked on the map for you
>Being forced to backtrack to complete
>Being forced to go back to point A by backtracking through your previous route
>No real encounter between or at Point A and B
>Lack of reward

What I mean by the first two is that you will often be told exactly where point B is, and how to get there. This means that any exploration factor of getting to B is lost by a an omnipotent map that reveals exploration paths for you so you can more easily choose the optimal one. How can you improve this? Well you can make the quest with a cryptic challenge of using hints, visual cues, and pre-existing lore to find your way to B wherever it may be. Examples: "The beast took my child and ran west into the mountains, I hear they nest in caves. Please get my child back", the treasure map quest in Red Dead Redemption is essentially a fetch quest but the visual hints you receive at each treasure site make it a challenge to find the next location, or being told a series of directions by an NPC to get to point B without a real map marker making it easy to get lost.
My 4th point can be solved by introducing multiple routes in and out of Point B leaving the player an unexplored route to take back to Point A.

My 5th point can be solved by placing unique enemy encounters, platforming challenges, or puzzles between or at Point A and B to make the journey engaging.

My 6th point as has been mentioned can be solved by adding a secondary reward to the quest like lore or character building to finishing it.

That's my thoughts on them anyways. Feel free to prove me wrong guys.

5da528 No.2816

>>1485
Good post, and I agree with all your points.

I would only add that for the 6th point, it could be a consequence as well. Feeling like you're doing something is good, but it's also important to reminded that you did something.

This goes for a lot of quests in general obviously. For fetch quests it may be a bit harder but certainly not impossible. Maybe killing 50 of enemy X makes X extinct or fearful or vengeful? Or as you say, a reward that goes beyond gold/exp.

>>1427
Oh boy that pic is a blast from the past.

1d73e9 No.2954

File: 1426464937205.gif (1.86 MB, 640x360, 16:9, finished mission go to car.gif)

>>2816
>Good post, and I agree with all your points.
Glad, someone read it. I was thinking my autismpost would go unnoticed.

>.


I would only add that for the 6th point, it could be a consequence as well. Feeling like you're doing something is good, but it's also important to reminded that you did something.

>This goes for a lot of quests in general obviously. For fetch quests it may be a bit harder but certainly not impossible. Maybe killing 50 of enemy X makes X extinct or fearful or vengeful? Or as you say, a reward that goes beyond gold/exp.

I've thought about this too. In some scenarios of "clear out X monsters" should have some kind of consequence. Here are some ideas I've cooked up
>Monster hive is cleared for NPCs to fill it and fulfill some sort of purpose
>Monster hive is cleared to open a route between over world areas/shortcut
>Monster hive being cleared, enables another species of monster to take over due to the previous predator being killed
>Monster hive is cleared, and an enemy faction takes over some time later
>Monster hive is cleared, and a boss version of that boss comes out of hiding or begins wandering the overworld
Something I'd really like to see in RPGs and open world games.

08c642 No.3057

>>2954
I was thinking of writing out more examples in my post but you covered the ones I thought of and then some.

>Monster hive is cleared, and a boss version of that boss comes out of hiding or begins wandering the overworld

This would be rad. I'm imagining an angry alpha male or matriarch. You'd have to go on another adventure to track it down, or maybe you travel the map it's HUNTING YOU.

1d73e9 No.3093

>>3057
I meant to write
>Monster hive is cleared, and a boss version of that monster comes out of hiding or begins wandering the overworld
The idea of having it hunt you, or making it another quest to hunt it is a good one.

Lots of things could be done to liven up open world RPG settings, kinda makes me wonder why they aren't used more often.

e187b6 No.4984

>>2954
If I was designing an open world game, I'd throw in tons of stuff like this (events triggered by past player actions), but try to keep the fact that systems like this even exist as hidden to the player as possible. Surprise mechanics always make me rock hard and show that the devs went above and beyond in crafting their game.
For example, it would be awesome to be attacked by a young man when randomly wandering and find out that he was the son of some cultist who lived in a cave you cleared out in a sidequest who has sworn revenge.
Or I would have the local merchant mention that, because you cleared a hive of killer wasps in a quest totally unrelated to him, he can now safely retrieve and sell you honey. Or exotic supplies now being sold because trade routes opened up because you killed bandits, the kraken, scared off a thieves guilde, etc. Or more food being on offer and crops and farm houses visible in a field you cleared of monsters.

1d73e9 No.4987

>>4984
Exactly the kind of thing I'm talking about. Wish there was an open world game chock full of this shit. I can only hope that I have the resources to make one like it one day.

02559c No.8027

Fetch quests are a lot better when you can collect a bunch at once, do them while you're doing an interesting quest, and then drop them off when you return to town. Basically not treating them as serious things you should focus your attention on.

Morrowind got tiresome because you often had one fetch quest to one area from one town, so you'd make a special trip for not much. Xenoblade showered you with them, though there was usually at least one interesting one in a set.

I quite liked Chop Shop in Saints Row. The first was bare bones, you had a list, if you found a car on it and remembered to check, you drove it back to drop off, and that was it. In 2 they added a few things, like a pop-up if the car was on a list, some cars generate heat automatically, and cars clearing heat when you handed them in to make them mini-missions, which I didn't like. Third was horrid, they told you where to go, slapped a quest marker on the car, then told you where to drop it off, which was horrid. So not over-egging them and letting the systems for combat and travel provide the fun. I enjoyed Sleeping Dogs' fetch quests even though they were pretty much like Third's, though it did have action hijack(leap from one car to another and drive off) and the reward was based on how little damage you did on the way back to the drop off, which kept things interesting on the way to hand it in.

1d73e9 No.8320

>>8027
That Saint's Row example is a pretty good example of how too much handholding and too much direction given can ruin a fetch quest and turn it from alright to outright tedious.

4dc06c No.8969

How about a related question - which is worse, having your hand held or having no idea where to go or what to do in a game?

The obvious answer is the hints given in the game should be optional, but still I'm a bit curious as to which would be considered the worse sin.

1d73e9 No.13953

>>8969
Hand holding. Not knowing what do in a game is only a problem once, whereas hand holding is a problem every time you encounter it that you don't need it.



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