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Open World But Meaningful Quests


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#1
malloc

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Hello,

 

One of my gripes with Inquisition(I Use inquisition as an example because it is an open world bioware game) is the design of side quests. I am at a point where I am the leader of the inquisition but I still have to chase down a Halla like I do not have more important things to accomplish. My request with Mass Effect is that side quests should be meaningful and correspond to the current plotline.

 

 


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#2
Fogg

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0a286380dee8add2e2b3516fe2b5d5cc3fe48023


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#3
UpUpAway

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Hello,

 

One of my gripes with Inquisition(I Use inquisition as an example because it is an open world bioware game) is the design of side quests. I am at a point where I am the leader of the inquisition but I still have to chase down a Halla like I do not have more important things to accomplish. My request with Mass Effect is that side quests should be meaningful and correspond to the current plotline.

 

This is the crux of the debate going on the "good RPG" thread... What is the "current" plotline at any given point in the game?  What sense of "urgency" is there in the current plotline?  How do you make the main quest important if it makes absolutely no difference whether it is completed today, this month, within the next 10 years, etc. of the PC's life.  If the world is to remain completely open (aka total player agency) such that certain quests are not potentially just "unlocked" and/or potentially disappear (time sensitive) at different points along the "current" plotline, how do you propose keeping them meaningful to that plot line?



#4
Monk

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#5
SKAR

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0a286380dee8add2e2b3516fe2b5d5cc3fe48023

True.

#6
SKAR

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Hello,

One of my gripes with Inquisition(I Use inquisition as an example because it is an open world bioware game) is the design of side quests. I am at a point where I am the leader of the inquisition but I still have to chase down a Halla like I do not have more important things to accomplish. My request with Mass Effect is that side quests should be meaningful and correspond to the current plotline.

The leak said there'll be more loyalty missions that will unlock new abilities for squadmates.

#7
nfi42

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op,  hell yeah.  I don't even mind if we do get the filler stuff like DAI in MEA  as long as we get some meaty side quest and main quest.


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#8
AngryFrozenWater

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There are open world games out there with great main and side quest. I hope that BW finally finds out how to do them. But I still enjoyed, for an example, DAI a lot and replayed it a gazillion times. Besides its bad parts, there is a lot to like in it as well.


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#9
PunchFaceReporter

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Strangely, the big empty spaces in ME1 didn't bother me as much as DAIs environments. Maybe because the Mako made it easier to get around, making tasks quicker to complete. Plus ME1s open areas were smaller and had more places to visit.
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#10
In Exile

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Strangely, the big empty spaces in ME1 didn't bother me as much as DAIs environments. Maybe because the Mako made it easier to get around, making tasks quicker to complete. Plus ME1s open areas were smaller and had more places to visit.


They bothered me so much more in ME1. At least in DAI they were interesting visually. In ME1 you just had a bunch of stupid mountains and basically identical looking barren rock. Yeah, yeah, I get that space is mostly identical barren rock, but there's a reason that our goal of exploring such inhospitable barren rocks is probes, not people. And we the fiction of alien worlds is alien life, not "the moon, but a different colour, with more mountain".
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#11
KirkyX

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They bothered me so much more in ME1. At least in DAI they were interesting visually. In ME1 you just had a bunch of stupid mountains and basically identical looking barren rock. Yeah, yeah, I get that space is mostly identical barren rock, but there's a reason that our goal of exploring such inhospitable barren rocks is probes, not people. And we the fiction of alien worlds is alien life, not "the moon, but a different colour, with more mountain".

 

I think they bothered me more in DAI because they were, relatively speaking, a much bigger part of the game. The UNC stuff in Mass Effect was more of a diversion from the hub areas/mission planets, which functioned pretty much as they had in every BioWare game since KotOR--big(ish) area with one central plot thread and a bunch of side-quests. You could ignore the UNC worlds much more easily than you could the open world areas in DAI, and if you did decide to explore them, they didn't take nearly as long to get around/be done with. 

 

In DA: I, those mission planets/hub areas didn't really exist beyond, like, Skyhold, so the UNC-esque open areas were where you ended up spending most of your time. 

 

I actually recently went straight from a playthough of DA: I to a playthrough of ME1, so I spent a decent amount of time thinking about why I found the UNC stuff so much more tolerable than DA: I's open world slog. Neither's a strong point of its respective game, to be sure, but ME gets away with it - for me, at least - where DA: I doesn't just because the UNC is a much smaller part of the overall experience.


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#12
Dagr88

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One of the reasons why I like ME2 the most. 3 main locations that provide you entrance to small hubs with 1 main quest + several small objectives. 

 

That's the problem of open world games. You can't logically put many meaningful quests/location on the same map without huge space separating them. That will look stupid. And you can't just fill this space with landscapes where you don't have anything to do. That's a interactive loading screen. And there isn't many things which you can do in the middle of the forest/mountain/plane.

 

Sooo... enjoy your halla hunting and pretty scenery.



#13
fhs33721

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Strangely, the big empty spaces in ME1 didn't bother me as much as DAIs environments. Maybe because the Mako made it easier to get around, making tasks quicker to complete. Plus ME1s open areas were smaller and had more places to visit.

  • Mako
  • Making it easier to get around

 

Choose one.


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#14
fhs33721

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I actually recently went straight from a playthough of DA: I to a playthrough of ME1, so I spent a decent amount of time thinking about why I found the UNC stuff so much more tolerable than DA: I's open world slog. Neither's a strong point of its respective game, to be sure, but ME gets away with it - for me, at least - where DA: I doesn't just because the UNC is a much smaller part of the overall experience.

Pretty much this. While still terrible, the ME1 side planets can be done pretty quikcly and therefore more tolerable. You just basically drive a bit with your horrible garbage truck that is the Mako then you shoot up a few mooks in one of the three short dungeons that exist and youre done. In DAI it takes you like a whole afternoon to finish all the quests in one zone and the main content looks really miniscule in comparison to that.

So basically while I personally think that DAIs side content is actually kind of better in terms of quality than ME1s, ME1s still manages to be less tedious by taking far less time to do it.


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#15
AngryFrozenWater

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Hello,

 

One of my gripes with Inquisition(I Use inquisition as an example because it is an open world bioware game) is the design of side quests. I am at a point where I am the leader of the inquisition but I still have to chase down a Halla like I do not have more important things to accomplish. My request with Mass Effect is that side quests should be meaningful and correspond to the current plotline.

I think the ME-team was (or maybe still is) aware of tasks that didn't fit Shepard. In ME2 you can hear the following:

 

"Sometimes I poke through crates, too. You know, for extra credits." - Conrad Verner.

 

That doesn't mean I disagree with you. BW tends to forget a lot as the fetch quests in ME3 show. ;)



#16
Fixers0

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Make was fine in ME1. Better than the Hammerhead, that's for sure.


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#17
MrMrPendragon

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I think everyone and their grandmother wants this, even the developers (and their grandmas too). But a fan and a developer might have two different definitions on the word "meaningful". I like the stackOverflow sig btw. I don't know why but it made me chuckle



#18
In Exile

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I think they bothered me more in DAI because they were, relatively speaking, a much bigger part of the game. The UNC stuff in Mass Effect was more of a diversion from the hub areas/mission planets, which functioned pretty much as they had in every BioWare game since KotOR--big(ish) area with one central plot thread and a bunch of side-quests. You could ignore the UNC worlds much more easily than you could the open world areas in DAI, and if you did decide to explore them, they didn't take nearly as long to get around/be done with.

In DA: I, those mission planets/hub areas didn't really exist beyond, like, Skyhold, so the UNC-esque open areas were where you ended up spending most of your time.

I actually recently went straight from a playthough of DA: I to a playthrough of ME1, so I spent a decent amount of time thinking about why I found the UNC stuff so much more tolerable than DA: I's open world slog. Neither's a strong point of its respective game, to be sure, but ME gets away with it - for me, at least - where DA: I doesn't just because the UNC is a much smaller part of the overall experience.


I can't ignore the UNC in ME1 if I actually want to play the game for more than 15 hours. There is an embarrassing paucity of content in each so called hub - and barely any quests at all. The UNC is the vast majority of ME1. DAI doesn't require you to go to many regions - the power threshold is pretty low for the main quests. And again - even if DAI had more trash quests it wasn't an actual punishment to visit the areas they are located in for me, which is why ME1 is way less fun for me.

But this is all YMMV - I'm just explaining why I hated ME1 more, not really defending DAI.

#19
The Night Haunter

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Hello,
 
One of my gripes with Inquisition(I Use inquisition as an example because it is an open world bioware game) is the design of side quests. I am at a point where I am the leader of the inquisition but I still have to chase down a Halla like I do not have more important things to accomplish. My request with Mass Effect is that side quests should be meaningful and correspond to the current plotline.


I don't really think you'll find anyone here who disagrees with you. I'm willing to forgive BioWare and see how MEA handles it given that DAI was their first entry into the open-world style genre.



#20
Fogg

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I don't really think you'll find anyone here who disagrees with you. I'm willing to forgive BioWare and see how MEA handles it given that DAI was their first entry into the open-world style genre.

 

Well, there's SWTOR. For a MMO all the fetch quests got a decent story to it, they were better than DA:I's.


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#21
The Night Haunter

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Well, there's SWTOR. For a MMO all the fetch quests got a decent story to it, they were better than DA:I's.

True, but that was different studio than the rest of BioWare's games (either DA or ME). The side quests were decent, but they did get repetitive after a while (and very much so for subsequent characters).



#22
Fogg

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True, but that was different studio than the rest of BioWare's games (either DA or ME). The side quests were decent, but they did get repetitive after a while (and very much so for subsequent characters).

 

Yup, the missions themselves were boring. Especially when doing them for a second or third time. But those boring missions were at least packed with some story that often gave insight in cool lore.



#23
DuskWanderer

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The Witcher had a decent idea with making the sidequests more memorable. I only just started playing it, but they always seemed to give two likely, equally risky options when it came to quests, and there were emotional and logical reasons to choose either. Like the one with the herbalist: Make a potion that could save a girl's life, although it may cause her a horrible death, or let the herbalist kill the girl painlessly. 


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#24
Fexelea

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The Witcher does indeed introduce excellent writing to the sidequest equation. Surprisingly I found some of the Elder Scrolls Online sidequests enteraining and engaging as well - which is remarkably rare for an MMO

 

I think my bigger fear is the return of something like the war table... real time missions on the background were just... :/


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#25
Kabraxal

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This topic again? How many times must this be argued at this point.....