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Please No More Fetch Quests


3 réponses à ce sujet

#1
OynxDragon666

OynxDragon666
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The title pretty much says it al., But if you are going to bring them into DA:I change them so that when turn them in  to complete them a random and powerful rare enemy type attscks, for example a High Dragon randomly swoops down.



#2
Allan Schumacher

Allan Schumacher
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Well the style they used for fetch quests in DA2 and ME3 felt like they were attempting to find a way to have those quests but have them so they could be done more quickly then having to stop and talk to every person and asking if they needed something done. 

 

From that perspective they did work but that did make them feel mundane, the fetch missions in DA2 just became tedious since the items were so random and really didn't give any sense of accomplishing something and the ones in ME3 - while they did aid you with War assets - did still force you to stand around in some instances and wait around for people to begin a triggered dialogue and wait for them to get to a certain point to trigger the quest which for some characters could take longer than the time it would take to talk to them and then skip to the quest dialogue...... plus sometimes it was possible to have multiple dialogue strings trigger at once meaning you lost out on some dialogue you may have been more interested in.

 

Yeah it's part of experimenting with different ways to provide content.  Balancing between giving everyone who has a quest having a big giant marker over their head, and providing incentive/reward for those that engorge themselves in the setting.

 

I think what could have made the ones in ME3 work better is if the player could opt in on speaking up regarding the quest, for instance.

 

As PsychoBlonde points out, in some contexts the style of DA2's works a bit better.  I'm not against the idea of trying something newer and different though, and that does mean that sometimes it's an idea that doesn't resonate quite as well as we thought it might.

 

 

It is interesting as there's a kind of conflict with the completionist perspective.  I'm *not* a completionist, and if a piece of content isn't ultra interesting for me, I stop engaging in it (most of the side quest/planet exploration stuff wasn't really my cup of tea for ME1, for example).  But for the completionist, simply running past a piece of content that they find boring (and they can't skip the dialogue) starts to get really grating for that player.  It's a bit interesting because on the one hand the brain seems to be saying "get everything" while on the other hand the brain is also saying "even though you don't like what you're currently doing."  So it's about trying to find that balance.



#3
Allan Schumacher

Allan Schumacher
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Side quest in general could be handled better in todays heavily story driven rpgs. I always feel the urgency of the main quest line has me asking why am I stopping to do this. Almost feels like they need to be written in as optional parts of the main quest line to make sense for doing them at all. Let's face it if the world going to end and you're the only hope to save it. Stopping to go find little Jimmy's cow dosen't seem right.

 

It's an issue I often struggle with as well.

 

Hopefully we can make it work a bit better with DAI :)



#4
Allan Schumacher

Allan Schumacher
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I kinda feel like all quests are "fetch" quests when you get right down to it.

 

I've been a part of post-graduate research projects (as an undergraduate myself) that literally explored stuff like this (and it was very close to possible.  The other fundamental type I believe was kill quest - but that was because fetch was defined as retrieving an item for some reason).