Well, we've come a long way from single destination zones like KotOR. ^
Get Rid of Fetch Quests
#51
Posté 02 octobre 2015 - 03:57
#52
Posté 02 octobre 2015 - 04:06
<<<<<<<<<<()>>>>>>>>>>
If Bio marks fetch quests as optional, I don't mind. Also, it is a nice touch if optional fetch quests can reveal real treasures, monetary, really useful gear and weapons, even a star chart or two to a bonanza Remnant cache.
Now, wouldn't that make optional fetch quests an incentive to explore?
#53
Posté 02 octobre 2015 - 04:22
If you are struggling to fill your world with content then you could always make the world areas smaller, if the content you are filling the world with isn't fun or interesting then what is the point? I would much rather a smaller game that is really fun to play for a shorter play time than a large game that bores me for the majority of it.
Usually for exploration, creating a big sandbox, or for MMOs to create a large game world for their players to run around in. Kind of depends on what kind of game you're going for.
I should note that generally you shouldn't fill the world with nothing but filler quests except in MMOs, which have a lot of other stuff going on to make them compelling to people.
It's just another tool, it has its uses.
#54
Posté 02 octobre 2015 - 04:27
It would be enjoyable if they were genuine fetch quests.
Unfortunately these things have become fetch tasks.
There is no doubt in my mind that Witcher 3 has redefined what side content means.
Something interesting, often with multiple steps and more complexity than 'find X' or 'deliver Y'.
- slimgrin, The Hierophant, Balsam Beige et 2 autres aiment ceci
#55
Posté 02 octobre 2015 - 04:36
Fetch quests are part of RPGs as they usually provide small activities to do between mission and encourage the gamers to explore. I don't think that the existence of fetch quests are a problem.....HOWEVER like everything in life parsimony and moderation is required. DA:I went way over what it should be considered optimal in the amount of fetch.questing to the point that they were a chore. I did like the Astrariums those were great fetch quests because they had a limited amount of skulls 3 max with puzzles and often a good reward if done early on. However things like shards collections or wine bottles, piece of paintings those need to go or be severly limited.
Fetch questing in ME1 had minerals/ID tags and emblems which were not that bad and could be easily ignored by the gamer. I do hope BW is going to find the right amount of fetch questing to make it feel more like a funny activity to do in between missions and less like a chore.
- Regan_Cousland aime ceci
#56
Posté 02 octobre 2015 - 04:58
Not to be harsh but I am glad that you are not Bioware's target market.
Do you see what you've done, Sylvius? You've forced me to agree with Jazz. Jazz.
- Sylvius the Mad aime ceci
#57
Posté 02 octobre 2015 - 05:02
But I'm picking up W3 or MGS phantom pain in the next couple days, which should I get?
Back on topic;
I don't think that fetch quests are inherently evil, and there have actually been a couple of good ones, but not many.
That said,
I'm not a supporter or a fan of fetch quests, but let me ask this- what if the fetch quests were a little more "fleshed-out"?
Meaning,
Instead of simply grabbing item x from location alpha, it triggers a new smaller area, like the cradle of sulevin for example.
Or the elven glyph ruins.
Or maybe not even as major as a new area, perhaps it would simply add new dialogue with companions.
Or perhaps it adds a new item/feature to your base of operations.
Etc.
I think if you took a basic fetch quest and added just a bit more meat-on-the-bone, I would def go for that.
But when you say "ALL" fetch quests, I think you need to define to what extent you're referring and where the cut-off would be.
#58
Posté 02 octobre 2015 - 05:20
OT;
But I'm picking up W3 or MGS phantom pain in the next couple days, which should I get?
W3 if you want story, MGSV if you want gameplay.
- ZombiePopper aime ceci
#59
Posté 02 octobre 2015 - 06:28
OT;
But I'm picking up W3 or MGS phantom pain in the next couple days, which should I get?
I would say W3. Much better story and RPG. You can't go wrong with it provided you like the setting.
- ZombiePopper aime ceci
#60
Posté 02 octobre 2015 - 06:50
W3 if you want story, MGSV if you want gameplay.
That settles it,
Guess I'll get both.
- fchopin et SofaJockey aiment ceci
#61
Posté 02 octobre 2015 - 08:56
BioWare should just cut grind like this.
Going further, I'm not even sure Mass Effect should have had the traditional sidequest model to begin with.
- AlanC9 aime ceci
#62
Posté 02 octobre 2015 - 09:49
BioWare should just cut grind like this.
Going further, I'm not even sure Mass Effect should have had the traditional sidequest model to begin with.
You can't get rid of it or you'll likely have a 15 hr game, nor can you expect Baldur's Gate level of unique side quests in a modern AAA RPG. It's too expensive. Hate to bring that game up again, but TW3 showed you can actually have what looks like a generic template for side content, and then have that content exceed player expectations with subtle twists and additions. It's really a matter of quest structure more than anything. From ME1 onwards, filler has been an issue with Bioware's games and they need to do more with it this time around.
- The Hierophant aime ceci
#63
Posté 02 octobre 2015 - 09:54
OT;
But I'm picking up W3 or MGS phantom pain in the next couple days, which should i get?
I highly recommend The Witcher 3.
Here is a ride through Novigrad. ![]()
- ZombiePopper aime ceci
#64
Posté 03 octobre 2015 - 03:16
Yepper,
I highly recommend The Witcher 3.
Here is a ride through Novigrad.
Picked both up last night and had 17 DLC's to DL (ALL FREE!) and now I'm waiting on an 8g update-ugh!!!
At least MGSV only had a small-ish mb update.
I desperately need that TB drive!
#65
Posté 03 octobre 2015 - 03:49
#66
Posté 03 octobre 2015 - 05:28
I dunno about that. When I timed an ME3 run, all the scanning and fetch quests together took something under three hours out of a 35 hour playthrough -- difficult to be precise since I'd probably have been walking around on the Citadel anyway. Cut them and you'd lose a bunch of interactivity in the mission maps, remove a bunch of Citadel ambient dialogue, and remove most of the point of the galaxy map, but the game wouldn't get much shorter.You can't get rid of it or you'll likely have a 15 hr game, nor can you expect Baldur's Gate level of unique side quests in a modern AAA RPG. It's too expensive.
#67
Posté 03 octobre 2015 - 06:07
I actually just watched a very interesting video about quest design:
There are definitely some tips in there I would like to see implemented. I actually really enjoy DA:I as it is, but I have to agree that I would like them to take another look at how the "trivial" to "meaningful" quest time is balanced. I love large areas to explore, but I would accept them to be a little smaller if they were then more likely to have meaningful small quests.
#68
Posté 04 octobre 2015 - 07:10
Just wanted add in my own .2!
I agree with the premise of the OP: I think the quest designs and implementation for (pretty much) all of the side content in Dragon Age Inquisition was terrible. Not only was there very little story and dialogue sequences, the purposes of the quests were to fill time, grant you little bits of XP, and to give you power points. I wouldn't have had as much of a problem with the side quests if the were completely optional, but they weren't. In order to get to the good parts of DAI, I had deal with the insufferable side quests and tasks just to get enough experience points and power to advance the narrative. I hope they either: Remove the stipulation that I need X amount of power/influence/whatever to advance the narrative, or make the side content respectable and as immersive as the main content.
I don't understand why it wasn't up to par either. Mass Effect, Mass Effect 2, Mass Effect 3, DA:O, and DA2 all featured sidequests that featured branching choices, dialogue sequences, cutscenes, and other great elements. Hell, even Knights of the Old Republic had side quests that featured these things and that were interesting. Even when they were very fetchy in nature (*Go and find my droid, and bring it back, etc.) they gave you dialogue sequences, elements of choice, and tied in the morality system to captivate the player. That's what Mass Effect: Andromeda needs, and I hope Bioware listens to a significant portion of fans on this area of feedback,
- Balsam Beige et Regan_Cousland aiment ceci
#69
Posté 04 octobre 2015 - 03:39
I dunno about that. When I timed an ME3 run, all the scanning and fetch quests together took something under three hours out of a 35 hour playthrough -- difficult to be precise since I'd probably have been walking around on the Citadel anyway. Cut them and you'd lose a bunch of interactivity in the mission maps, remove a bunch of Citadel ambient dialogue, and remove most of the point of the galaxy map, but the game wouldn't get much shorter.
I think ME1 is more like what the way they are describing the direction for Andromeda and I recently run a speed run of that game that took under four hours. That was the primary missions Eden Prime > Citadel > Liara's recruitment > Feros > Noveria > Luna > Virmire > Ilos. I never understand the complaints when Mass Effect 1 feels so much like a very small game and a ton of unrelated content.
Edit:
As I posted above I firmly believe the problem with Inquisition was the lack conversation around the side quests, which for me is the result of multiple races and hopefully with only being human in Andromeda will allow for dialogue there.
Modifié par Sanunes, 04 octobre 2015 - 03:40 .
#70
Posté 04 octobre 2015 - 04:48
#71
Posté 04 octobre 2015 - 05:30
I see. I agree that reverting back to the ME1 model is a much bigger issue than ME3's small amount of fetch content. I'm not sure that many of the ME1 quests are properly referred to as fetch quests, but that isn't a great term for many of the ME3 missions either.
I agree that definition doesn't work very well.
#72
Posté 05 octobre 2015 - 12:32
There are a few different types of fetch quest, some I hate, some I'll tolerate and some I'm happy to do.
Hate - "find the shards/tiles" - no interaction, boring and I hate them. I try to do one fairly complete play through but rarely make it far into these quests.
Tolerate - "bring me X item" - some interaction, a little story. These seem to be the bulk of the fetch quests. DAO and DAI have these in abundance, help me find the title to my families lost Thaig, get my wife's medicine off my son before she dies. I tolerate these because they at least are trying a little with a storyline, but unless you are roleplaying a total saint then there is really no motivation for your PC to do all of these things.
Like - "bring me X item" - pretty much the same as above, but the character motivation for doing them is firmly tied to the overall story. Building the Quizzies reputation meant building a ground swell of support locally, so it makes sense early in the game to make sure the refugees are cared for personally, because it plays to the main story arc of building power to deal with the rift.
#73
Posté 05 octobre 2015 - 12:34
Having some fetch quests in the game is fine just not to the level it was in DAI.





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