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Side Quest Design in ME:A


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#76
In Exile

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It doesn't have to be this way, though. See my above post about TW3's sidequests. Hell, you've probably played it.

They can put some effort into creating lengthy, investigative sidequests that take time to complete. Maybe you end up backtracking clues from an ancient wreck site to another planet. On that planet, you discover another site or item of interest that requires investigation, and so on. It's about having some interesting side mysteries going while the main missions lie ahead. I do not want to collect elf root ever again.


The thing is its not as if DAI didn't try to do that too - with the western reaches or whatever that led to that dragon (I actually liked that quest)

#77
Wulfram

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I don't care for optional - it's not as if the stuff in DAI wasn't optional, or all the crap in ME1. But the problem was that it wasn't good.


I don't mind if its not good if I don't have to play it. Assuming its cheap and some people like it, anyway. If that's not the case, then Bioware should just get rid of it.

Trying to improve it just means throwing more resources at stuff I'd probably still rather skip. Or Bioware will try to "integrate" it more with the rest of the game, which means it'll be harder to skip or will have some actually interesting stuff tied to it.

I didn't care that the crap in ME1 was crap, because I could skip it. And the crappest stuff had its own set of map markers so it was especially easy to skip.

I didn't care that the board quests in DA:O were crap, because I could easily ignore the board quests. Or just do the ones that were conveniently on my way anyway.

DAI did a poor job of communicating its skippability, and a poor job of communicating where the good stuff actually was. And frankly it just had too much weak stuff and proportionately too little good.

ME2 and ME3 made planet scanning necessary to get the good endings, and that was annoying.
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#78
Blueblood

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Ideally side quests will be small stories that grip me, or at least gently tug at me. But I guess sometimes it doesn't have to be a story, if you glean a little bit of lore from a fetch quest then it means something at least.
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#79
vbibbi

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This doesn't make any sense. You don't have to run around to each interactive person and see if he wants the fossil. Just hit the ones who show on your map; when they do, you've got something for them, and once you give it to them they stop showing. Nor do you ever have to think about whether you have the fossil. If you have it, that salarian shows on your map.
 

My point was that you don't need to keep track as it is. Again, the map shows you that. It's better at that than any journal since it shows you exactly where to go

There is one bugged early SQ where the target doesn't show on the map. Maybe that gave you the wrong impression of how the system works.

 

Okay, it sounds like we had different versions of the game. Because at least in my version, the map did not consistently only show the interactive people whom I had obtained their item. My map had some bugs to it, like that elcor who wanted extraction of his people from Dekuuna but I had to leave the Citadel and do another quest before I could turn the quest in. Or the turian general whom I could either assassinate or convince to provide black market weapons. I think he stayed on my map even after completing the quest.

 

So yes, if the map worked as your version did, that would have been easier. But as it was implemented, it was too unreliable. And if it's a resource concern, I would think that adding a few lines to the journal to have it reflect our progress should not be a huge use of resources. All of these fetch quests are straightforward and have no variation to them, so it's not like the journal would have to record branching paths.

 

As you have said, the journal as it existed in ME3 was useless. So I would prefer to improve it for MEA rather than just eliminate it.

 

 

Oi, as long as they make it sound less repetitive. It always had the tendency to repeat in the same waaay… which gets annoying.
 
Ohhhh, does this mean we'll need a protocol droid? Maybe one with "extracurricular" abilities? Get what i'm saying, fellow meatbag?

 

 

I'm down with this. And, surprisingly enough, the one quest which sort of did this was the side quest suggested by Isabela when done with her loyalty quest. Though not highly varied, i believe how you answered determined if you got a discount with Martin.

 

 
I wouldn't say all but it seems only the loyalty quests get any serious attention, at least where DA2 is concerned (of course, this might be more my situation since i'm replaying it now).
 
And agreed regarding their purpose should be. It's just, there are times _it really seems, the devs don't give a damn.

 

 

Haha yeah I definitely began to recognize the alien language pattern. "Ching pala moonay" I don't know how easy it would be to randomize sound clips, so don't know if this idea would actually be worthwhile.

 

I believe that quest with Isabela actually ended with having that smuggler as a vendor or him leaving. Which was a good consequence of our actions. His merchandise wasn't unique so players weren't punished for choosing not to help him, but there was a tangible difference resulting from our actions in the quest. And it was great that it was unlocked through Isabela, so there was already variation in our options based on whether we had recruited her or not.

 

The thing is its not as if DAI didn't try to do that too - with the western reaches or whatever that led to that dragon (I actually liked that quest)

 

Yeah I liked some of the concepts behind the side quests like baiting the dragon. The implementation is what would sometimes be lacking. I liked the multi stage process for luring the dragon out and every step was logical and not identical. But it was a pain for me to run around the section of the Western Approach waiting for the monster to spawn which had the component we needed. It seemed to spawn rarely and it was random whether the corpses would have the required item or not.

 

Or the specialization quests. Very cool that we had individual trainers, had to read a manual about it, and create something to reflect our training. But then it essentially boils down to a fetch quest and the required items are poorly explained on how to find. I spent a looooooong time killing wisps in the Fallow Mire before getting frustrated and going online to discover that it wasn't a random spawning chance but three specific areas in the FM which had the right wisps. And trying to find the demons on the Storm Coast for the tempest was equally frustrating.

 

I think a lot of the side quests in the game actually were interesting ideas and could have been a lot of fun. But if they are padded out by running back and forth across large maps looking for a respawning monster it becomes tedious.

 

I don't mind if its not good if I don't have to play it. Assuming its cheap and some people like it, anyway. If that's not the case, then Bioware should just get rid of it.

Trying to improve it just means throwing more resources at stuff I'd probably still rather skip. Or Bioware will try to "integrate" it more with the rest of the game, which means it'll be harder to skip or will have some actually interesting stuff tied to it.

I didn't care that the crap in ME1 was crap, because I could skip it. And the crappest stuff had its own set of map markers so it was especially easy to skip.

I didn't care that the board quests in DA:O were crap, because I could easily ignore the board quests. Or just do the ones that were conveniently on my way anyway.

DAI did a poor job of communicating its skippability, and a poor job of communicating where the good stuff actually was. And frankly it just had too much weak stuff and proportionately too little good.

ME2 and ME3 made planet scanning necessary to get the good endings, and that was annoying.

 

Highlighting this. People talk about how optional content is optional, so we don't have to play it. Okay, but how am I to know what will be an interesting quest and what won't when it's truly only a small percentage that I consider interesting, and those quests are interspersed with the rest? Like you said, it's fairly obvious that the Chantry board/mages' collective/planet scanning quests are optional and won't effect any major quests. But all DAI side quests "look" the same when we receive them. There is the one main quest per zone, but everything else is jumbled together.

 

And really, I dislike the mentality that if something is optional it's okay if it's not great. A player shouldn't give boring content a pass because it's not part of the main plot. And a developer should want to produce the best content in 100% of their game, not just in major sections.


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#80
QueenofPixals

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I like the sort of side quests which are actually a short side by side story line with its own conclusion.  Witcher 3 did this really well in my estimation.  I'm trying to think of other examples that I know I have played but haven't had my morning coffee yet and the brain cells are still mostly dormant.  On reflection thought DA2 had some pretty good multi-stage side quests.  Not great but waay better that DA:I or ME:3

 

One of my problems with fetch quests and escort missions (shudder) in too many games is that they are "optional" but you still have to do a butt load of them or you can't level up to a point that taking on the boss makes any sense.  If they are optional they should not be necessary to get the XP to complete the game - and giving me the other option of  2 XP per trash mob kill pisses me off to no end.  

 

They are either necessary to progress - in which case take your dam time and do them right, give me a viable grinding option OR make the main game playable without going through all the necessary gyrations.  The only problem with that is they would have to give you more base game be cause we would finally realize the base game in the 80+hours of game play advertised was only about 15 hours in length. 


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#81
AlanC9

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Okay, it sounds like we had different versions of the game. Because at least in my version, the map did not consistently only show the interactive people whom I had obtained their item. My map had some bugs to it, like that elcor who wanted extraction of his people from Dekuuna but I had to leave the Citadel and do another quest before I could turn the quest in. Or the turian general whom I could either assassinate or convince to provide black market weapons. I think he stayed on my map even after completing the quest.

General Oraka's map pin isn't bugged; he shows on the map because he still has an interaction available. The quest completes after you make the deal with Kannik, but Oraka still has a conversation left after that, and Kannik has told you to check in with Oraka. Oraka's map pin is removed after you have that conversation. And the elcor ambassador has a bugged conversation, which doesn't recognize that you might have already been to Dekunna before talking to him. Conversations initialize when you enter a level, so clearing that requires an elevator ride. Not sure how a journal could help with that.

It's a little confusing , though. You said that you were running around talking to everybody since you didn't trust the map... so how did you avoid clearing Oraka's map pin?

So yes, if the map worked as your version did, that would have been easier. But as it was implemented, it was too unreliable. And if it's a resource concern, I would think that adding a few lines to the journal to have it reflect our progress should not be a huge use of resources. All of these fetch quests are straightforward and have no variation to them, so it's not like the journal would have to record branching paths.

I still don't see the unreliability. It sounds to me like seeing Oraka's map pin caused you to jump to a bad conclusion and adopt a bad strategy. Although, hypothetically, a map system is less fault-tolerant than a journal system, since a journal bug only harms one quest rather than degrading the whole system. So if Bio had been planning to include a lot of bugs they would have been better off adopting a more complex journal system.

As you have said, the journal as it existed in ME3 was useless. So I would prefer to improve it for MEA rather than just eliminate it.

But any journal system would be worse than the map. More journal information would just cause the player to waste more time interacting with the journal. There's no value in thinking about these quests as individual tasks. You do them while engaged in other activities, and they pay off in the same currencies as those other activities.

Getting back to the main topic, should we even call this sort of thing a "sidequest"? With maybe a couple of exceptions (e.g., Elcor Extraction), the player will never be actively attempting to do the missions; you run into the stuff as a byproduct of system scanning or doing other missions.

#82
Monk

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Spoiler

 

They are either necessary to progress - in which case take your dam time and do them right, give me a viable grinding option OR make the main game playable without going through all the necessary gyrations.  The only problem with that is they would have to give you more base game be cause we would finally realize the base game in the 80+hours of game play advertised was only about 15 hours in length. 

 

Well, it's probably good that BW no longer does the grind trash-mobs like other games. More often than not, you can skip all the side missions and be all right finishing the boss. Just expect it to take a long time. My last fight with the Arishok in DA2 was like that using my dialog/optional-quest-skipping archer. Took flipping forever but i got him eventually.



#83
panzerwzh

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Great side quests are crucial for setting the tone of a 'realistic' fantasy world. TW3's side quests are designed to show various humane (combines sorrow, humour, and  sympathy) moments in a very grim world, thus reinforce Geralt's character. This is an achievement of top notch writing and technological execution. In MEA, it is unrealistic to replicate such achievement but there is also not hurt in trying. 

 

Several great side quests from TW3 I think should be examples for all future RPGs.

Equine Phantoms

 

A Towerful of mice

 

Cave of Dreams

https://www.youtube.com/watch?annotation_id=annotation_1553647931&feature=iv&src_vid=Dk7zogvrMBQ&v=z9Lu5hnf87Y

 

A Knight's Tale

https://www.youtube.com/watch?v=2dFUqF-42IM

 

The Warble of a Smitten Knight

https://www.youtube.com/watch?v=AhaeniUgdL8

 

And the entire story of Hearts of Stone!


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#84
Dutch's Ghost

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I think that's fair. But Bioware has a pretty significant issue here: they have companions. And companions have very expensive voiced and cinematic dialogue requirements that take away from the same resources that would go to quests. Of course, Bioware could just invest more to create the same AAA production values generally as, say, TW3. But that might not be cost-justified. The alternative is to find ways to save costs.

In DA:I, they tried to do that by not having cinematic cutscenes all the time, and trying to tell more stories by way of archeology. That was a flop. This is why I think - if they're facing the same cost curve - all they can do is have better design.


Hmmm tw3 had a $83 million budget, I wonder what was DAI' budget? I bet half of that I'm guessing.

#85
AlanC9

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Hmmm tw3 had a $83 million budget, I wonder what was DAI' budget? I bet half of that I'm guessing.


Even if they were the same, CDPR pays less per man-hour.
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#86
DarthLaxian

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I think ME3 actually handled side quests well. All of the ones where you met former squadmates were pretty fun. Grissom Academy, the rachni one, the Ardat-Yakshi monastery. I'd like to see more of those kind of missions.

 

 

There were also others - those "Sorry for listening in on private conversations but here's the item you wanted"-Ship-Scanning-Fetch-Quests/Minigame!...damned those were tedious :(

 

Still, some quests were well done (note: *gasp* - I've said something positive about ME3...help me: I must be going mad!)



#87
panzerwzh

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Even if they were the same, CDPR pays less per man-hour.

And they charge less for much better product.


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#88
AlanC9

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They charge less? I thought the games both cost $60 originally, cheaper now.

#89
panzerwzh

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They charge less? I thought the games both cost $60 originally, cheaper now.

Nope, in the great down under, I got my DAI for Au$ 89.99 on Origin without any free stuff and TW3 for Au$ 75 (I got TW 1&2 already) with all free DLCs and expansion pass from GOG. I spent 38 hours in DAI while almost 500 in TW3 so the value/hour ratio is significantly different. 



#90
Dutch's Ghost

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Even if they were the same, CDPR pays less per man-hour.


Care to provide some evidence?

#91
AlanC9

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Care to provide some evidence?

Don't have a link handy anymore, but their job postings pay salaries that are good for where they're located, but wouldn't be great in, say, Edmonton. The last figure I saw was that Polish game devs earn, on average, <20K annually. Even if CDPR doubles or triples that, that's less than the U.S. average (not sure about Canada.)

That's partly the advantage of paying salaries in zlotys but booking revenue in euros and dollars., partly the advantage of cheaper rent, food, everything where they are.

#92
AlanC9

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Nope, in the great down under, I got my DAI for Au$ 89.99 on Origin without any free stuff and TW3 for Au$ 75 (I got TW 1&2 already) with all free DLCs and expansion pass from GOG. I spent 38 hours in DAI while almost 500 in TW3 so the value/hour ratio is significantly different.

Well, the value/hour is not going to be transferable from one player to another. I liked DAI a lot more than you did, and naturally put in more hours.

Is that Au$ 89.99 typical for a game release? And were either of those sale prices? I got the DAI GotY for 30 USD.

#93
Malanek

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Nope, in the great down under, I got my DAI for Au$ 89.99 on Origin without any free stuff and TW3 for Au$ 75 (I got TW 1&2 already) with all free DLCs and expansion pass from GOG. I spent 38 hours in DAI while almost 500 in TW3 so the value/hour ratio is significantly different. 

What about ME3 compared to The Witcher 2? They were both about the same price and I spent about 1400 hours in ME3 (mainly multiplayer) and about 30 in TW2 (which I thought was pretty good). Was ME3 50 times better value than TW2?



#94
panzerwzh

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What about ME3 compared to The Witcher 2? They were both about the same price and I spent about 1400 hours in ME3 (mainly multiplayer) and about 30 in TW2 (which I thought was pretty good). Was ME3 50 times better value than TW2?

What about it? I put 60 hrs in TW2 and extra 40 in TW2 EE which cost the same as ME3 which I deleted after 28 hours to the star brat, three colored rings and the notice for future advanture in paid DLCs. TW2 gave me much more enjoyable experiences than ME3. I don't think this is the answer you looking for.



#95
Malanek

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What about it? I put 60 hrs in TW2 and extra 40 in TW2 EE which cost the same as ME3 which I deleted after 28 hours to the star brat, three colored rings and the notice for future advanture in paid DLCs. TW2 gave me much more enjoyable experiences than ME3. I don't think this is the answer you looking for.

What about it? I was pointing out how silly it was to say how one had more value because of individual tastes and preferences.



#96
panzerwzh

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Well, the value/hour is not going to be transferable from one player to another. I liked DAI a lot more than you did, and naturally put in more hours.

Is that Au$ 89.99 typical for a game release? And were either of those sale prices? I got the DAI GotY for 30 USD.

It is for the pre order, but given the quality of DAI, I would suggest my friend wait for sale. TW3 is pre-order price as well so I recon it is only fair to compared pre-order price tags.



#97
panzerwzh

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What about it? I was pointing out how silly it was to say how one had more value because of individual tastes and preferences.

In that case,  I agreed your reply is indeed silly.



#98
Malanek

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In that case,  I agreed your reply is indeed silly.

Which reply? The one that mirrored your post?



#99
Addictress

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I never used the map in ME3 to track quests... it confused me :(

 

Luckily, the Citadel's levels and floors were small, tight spaces, and there were so many things jammed together than I had no problem just roaming each floor until I cleared them.



#100
AlanC9

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It is for the pre order, but given the quality of DAI, I would suggest my friend wait for sale. TW3 is pre-order price as well so I recon it is only fair to compared pre-order price tags.


At this point you should wait for a sale on either one.

I'm surprised that TW3 initially sold cheaper. I don't recall that happening here. But companies approach different markets differently.