Oh you thought it was gonna be about Witcher 3? Ahahaha? Yeah? Yeah? LOOL! Gotcha!
No. I think Inquisition has an example worth mentioning itself. Several in fact.
But the best one is Crestwood rift. I have been wanting to mention this before, but never got around to it. Let's just put any writing biases aside and focus only on the content of the quest - examine what sets it apart from the shitty filler that the rest of the game is laiden with:
I will go over the quest in chronological order(note: I do avoid spoilers, the collapse tags are just to keep it tidy):
Beginning
Mid-quest
Mid-quest 2
End-quest
Post-quest
Possible improvements:
Other examples of good quests are:
So basically here is a TLDR:
- Keep quests multi-staged and have meaningful choices at each stage.
- Introduce some intrigue to pick player interest, only expose minimal information at first
- Use ALL types of representation - visual, audio, gameplay, and logs. In that order.
- Keep pacing by interchanging combat with visual hints and character chatter
- Involve things players care about. In Bioware games it's companions. Make them react
- Make sure that following quest lines is simultaneously the most efficient way to play - put ample resources, loot and XP in the way and give a nice unique item at the end.
- Unfold the background gradually towards the end. Not all at once.
- Make the world react to your actions explicitly and clearly - i.e. NOT "Please read my wall of text thank you message at the war table kthnxbye".
- Follow up with extra content - like judgement, extra dialogue with a companion or a mission unlock.
- Echo the quest later in the game.
Anyone disagrees/has something to add? On the chance that BioWare actually reads this forum and considers this kind of feedback (they sure do keep to themselves about anything they do), I hope it can help avoid further shitty quests in future DLCs, expansions and games. At any rate it has to be better than pointing at videos of an unreleased game and saying "LOOK THIS IS BETTER".





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