I'd like to start a conversation about Quest Gone Wrong.
In Dragon Age 2, we are introduced to a lovely character named Sister Patriece.
Sister Patriece is a member of the Chantry. She recruits us by putting herself in harm's way purposefully and used the robbers she attracted as both bait and a test for our character to prove their worth. She then tells us this, point blank and then proposes a job for us. Everything about this chick says "I am not someone to trust, you really would do best to just turn around and head the other direction." Instead, we are forced (since this is a Main Quest plot, for reasons that don't become clear until Act 2 of the game) to do her quest, despite EVERY red flag possible that we should not. This happens again in Act 2, where interacting with her winds up causing a mini-war to break out.
Some people are just trouble. And... sometimes quests are, too.
What I am wanting to discuss in this thread are bad ideas for quests. No, not stupid fetch quests, but quests which, by doing, bites the character in the proverbial ass. Quests that can seem to offer huge rewards, but wind up making things worse than ever. Quests that make us wonder ig we even made the right decision waking up in the morning.
We do see these quests in games at a pretty regular basis. But they are often tied to the main plot - you take them because you must, they are disastrous because you have to have the disaster happen. But what I wanted to talk about is OPTIONAL quests, side quests, which can blow up in our face.
So, with that in mind, let me start outlining some ideas of what I am talking about.
How Did I Wind Up In This Mess?
This quest type is where the character enters a quest that seems fairly straight forward and yet, before too long, they realize they are in the middle of something they had not anticipated at all.
This doesn't neccessarily have to always be a "bad" quest. For instance, farmer Joe can ask you to find out why his missing sheep are disappearing. Examining his field, you hear a rumbling and wind up falling into an underground cavern, where you must fight through an entire giant ant colony. After battling your way out, bloodied and bruised, you go to the farmer and tell him his problem is solved and that he shouldn't worry about his sheep anymore. The farmer gives you your reward - a free 5 GP. Laddy-freaking-da.
This type of quest can be beneficial, in the fact that it offers up more content and more XP. So its not a total waste for the player to do, but from our character's perspective, they just went through hell and high water totally unexpectedly and for next to nothing as a reward. And that's fun. Well, if you're a player who's into that kind of thing.
I Should Have Never Trusted Them...
An NPC approaches you about doing a task. Things look shifty from the start - the quests seem odd or too easy and the quest giver is on the sketchy side. But you accept the quest anyway. And it turns out that this was the wrong thing to do, as you have just done way more harm than you had anticipated.
An example of this is the Fighter's Guild questlne in Oblivion, where you are asked to spy and infiltrate a rival group, the Blackwood Company. As your initiation, you are sent to kill goblins and are given a special potion to help your prowess in battle. Turns out that the potion is a hallucinogenic and the band of goblins you killed was actually an entire town of innocent viallgers.
This quest is pretty brutal in that, by your actions, you have actually ruined (and ended) the lives of innocents. In the very next quest, you use this information to take the organization down. Still... the fact that the game gave you the option to take the quest makes it questionable if you should do it at all. After all... that village would have remainied alive if you never activated that quest line...
The problem with this type of quest is that it A) involves an evil quest giver - not inherentlly all that bad and
Some Quests You Just Shouldn't Do
Now here is the real kicker idea. One I'm not sure I've seen a game do before.
Have your character offered an optional side quest. Listen to the offerer of the quest. Decide if you want to do it or not. And, if you do complete the quest, you are worse off then you were before.
Say the quest giver stabs you in the back and robs you blind - with no recourse to hunt the traitor down. Say the quest itself destroys a high-level item of yours and offers no compensatory loot at all. Say the quest causes a permanent damage to stats or attributes, with no cure or remedy.
Now... why in the world would anyone ever ask for this to happen?!
The idea behind this is that taking jobs from any random person who is asking for help is awfully naive. The motives behind the person hiring are not always pure. The risks involved are not always understood. And the rewards can often be MORE than overstated. If racking up riches, gold and powerful equipment were just as easy as standing around town and listening for someone to complain, the adventuring business would be BOOMING in every gaming world I've ever seen.
The question is - if quests are going to result in a cost that will be undoubtedly bad, why the heck would anyone do them?
Two solutions to that.
One, you mix in the good quests with the bad, where a player will never know if they do X side quest, it will result terribly, or if they do Y side quest, it will pan out. A flag being set that has things ending up good or bad, where on one playthrough, the quest turns out fine and you get your reward, but in other playthroughs, things hit the fan and it winds up hurting you in the long run. This can seem a little arbitrary, but it would certainly make people hesistant to do every quest just to be a completionist.
Two, you accomplish some in-game good. Sure, your Epic Sword of Pwnage that cost you a quarter of your total gold is destroyed... but those orphans are sure glad their home isn't being closed down! Or, you helped freed the slaves... its a shame that blood mage cursed your soul and now you have 10% less health.
This could make the quests being done have some type of tangible benefit. Maybe even these are companion quests which make your companion more powerful, but the main PC weaker/broker/less well equipped. That would certainly bring into question whether or not you'd want to complete every companion's personal quest story, wouldn't it?
TL;DR:
Games can be predictable with quests that have us come in, save the day and rack up the gold. But quests that we can choose to do and which still may have unexpected outcomes or even just downright bad things happen are a good way to break up the monotony. Sure, its a little sadistic (or is it masochistic?) to enjoy seeing our characters struggle, but if it keeps us as the player on our toes, constantly second guessing our actions, then doesn't that lead to a more memorable and intriguing game then just the same old humdrum?
What do you think, BSN? Do you like quests that fall apart?
Modifié par Fast Jimmy, 09 février 2013 - 05:28 .





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