« Reply #5 on: May 10, 2008, 07:46:19 PM »
I'm new there... And I'm enthusiastic about this game when I read some info here and there.
The quest system is in my opinion one of the most important subjects in this game, and as I understand you want to make a quest-system different from the classical rpgs, something more involving, and more "role-play-like". And I love this idea.
So please, don't do a quest-system, the automated system that let the player talk quickly with a NPC standing in his shop. Just like if he had a yellow flashing ! over his head. When you use the word quest, you lose almost all the subtlety that a quest-system should had. If in a game the character you’re playing have a log where he notes, with an overkill precision, each detail in a very gameish way, like in some pretty good RPGs like Oblivion... And if you’re doing something like that, I'm afraid you’re falling in the clear side of the force... but you were trying to do a "dark side of the force" game, as I understand it. In my perfect RPG dream, "quests" exists just like they exist in our lives. I'm not asking to do something more "real" but something less conventional-game-like. I'm just asking for quests that didn't seem to fall from the sky, and would you all didn't prefer to do a game where all the world seem to exist by itself and not solely for you, the player.
Imagine that instead of asking you to do something, NPC Raber Filke, the grocer, when selling to you some smelly food evokes a vague rumor about a poor man bullied by troublemakers just down the street, almost every day. What a shame. Then nothing is written in your "log" except if you clicked the little button aside the conversation: "Take some notes about this". And you know anything more. If you talk with some other guys in the street they might say something about it also, and if you ask precisely about it, they might even answer you with some more information. If follow down the street, you may find a old beggar, but he would seem mute about it, or depending on the game, you'll not find anything, he may had simply fled yesterday, bad luck. You can also simply forget about it, 'cause you’re not superjusticeman. But if you stay some time near the beggar, when night fall, the troublemaker may show up... or may not. Everything changes from each time you play. If they come you can do everything that a regular RPG allows you to do in same situation. But know what... if you help the beggar you could win some useful information... or nothing... you could even angry him, because he didn't other pity him. And if you do nothing or help the troublemakers, you can receive some reward later in the game when you stumble on them one more time.
In other words :
1 - No automated questlog system, they make quest appear automatic reward machine, and quests just like some sort of points ("Duuude I already accomplished 36 quests and there are 4 going on!"). A quest log takes away the meaning of "quest", by showing you everything you had to do... Where is the quest, if when talking to a boy suddenly appears on your screen: "You receive a new quest: you have to do this and that". No man, quests have to be found! And if someone talks about a quest and you didn't see it, you didn't deserve this quest.
2 - No orders from a man your character never met, or mission ultra important and mega secret from the thieves guild to you filthy beggar. What I'm saying is that if no one in Moldan know you, then all you can do, is take your own decision, do your own quests, do what you think is a good thing to your character to do. Please no NPC who stumble upon you and ask you to get some object or to bring some object to someone. Indeed, no quest should have an object involved, at least not until your "something" in the game. And even... object-related quests, never appeared to me as something natural my characters would have done easily if they existed. Some object-related missions are ok, like "go steal that parchment from my enemy, apprentice, and then I'll forget you’re so dumb." Or "Hey man, you’re a good friend, thanks for "OTHER QUEST" and wow, if you hadn't helped me with those other bastards I would be eating flowers by the root now. +blabla conversation+ Know what... I have an idea. Remember that story about a great treasure that someone stole and had hidden in the area that Mrs Jabel was talking about... Well, I know where it is... but I can't go alone... If you come with me we can share it, two parts for me, and one part for you +blabla explaining the plan+ it is jewel, a red flashing gem with some green dots all over it + blabla +"
3 - And last, my two old friends: Freedom and Random.
As Ex_Machina already said in this thread, the quests should not be coded as something YOU MUST DO, but events that fire up. If you only did some actions, then only some events fire up, if you wish to do something that would not let you to complete the quest, free to you... or better if you wish to do something that fool the quest... better !
But more important: The random, quest may have a starter event... or not. Quests may be only working half the way in one game, and then when you start a new game, you could do it entirely, but another you did last time has no starter event, but hey, one of the middle events could be working. (This is the complicated part, and the events which are randomized (not all of them) have to be well planned)
4 - Human relationship! What the character do influence his relationship with the surroundings. In the help-the-beggar "quest" if you help the beggar, you may not gain anything... but you may gain one "reputation/relation/anything" point with those who are concerned by the matter.
Example: In the beggar's street, 8 NPCs gave attention to the beggar-troublemaker story, from those 6 felt pitiful about the beggar situation. And 2 hopped that with that this filthy beggar would go away. Somewhere in the game, a (secret) variable will change if you help the beggar, or help the troublemakers. The grocer, who feels very concerned about that poor beggar would have say a +4 in the "What he thinks of you" variable, and the Old Mrs Jabel, who hate that beggar would get a -4. And the sweet Fanchon, a young lady, who had seen one time the beggar be bullied, would get a +1 etc. Each quest will have some people linked, and your act influences these people. (And you have a medium ranking, made of what each NPC in the game think of you, balanced by their influence. If the Old Mrs Jabel, Chief Gossiper of the Falow Street dislikes you it will have more importance than if Fanchon, a prostitute no one cares about, love you. But it would be less important than the opinion of the Mayor, who remembers that you were the one who reported the hiding-place of Konrad the Gruesome.
Damn, I'm sure it's not clear at all... and my terribly bad English grammar and orthography are not helping...
EDIT :
I just forgot about something important: No Immediate Rewards! It's one of the greatest problems I see in the actual games quest systems, when you end a quest it is clearly stated: You get a reward. I think if sometimes reward may come, it would be a great and beautiful world if rewards are rare, exceptions. The normal would be no rewards, except if you get a job (and I think job-quests are not very intersting, except for MMORPGs). The reward is the human relationship evolution.
EDIT 2 : Damned.... I just discovered that almost all I said was already said in some quest threads... Fuck next time I’ll read all the threads instead of reading only few of them.. sorry....