Better quests...

Post » Fri Oct 01, 2010 7:10 pm

Please Bethesda, tell me you've also invested in more/better writers. The quests in Oblivion and Fallout 3 were so simple and you hardly ever had multiple outcomes, you could choose to accept or not and which reward.

Have some deeper and more involving quests where you can choose whom to aid and such.

FNV had better quests that were more interesting and written better.
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Kevan Olson
 
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Post » Fri Oct 01, 2010 9:31 pm

oblivion quests are much better than morrowind quests. No doubt they will be better in Skyrim.
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Jay Baby
 
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Post » Sat Oct 02, 2010 5:28 am

I disagree. I thought New Vegas' quests were as bland, plain fetch and kill, and repetitive as Morrowind's. Oblivion's and Fallout 3's always seemed more varied and more interesting, to me, and I feel as though Bethesda's quest design has been improving with each subsequent Elder Scrolls game. :shrug:
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Amy Melissa
 
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Post » Fri Oct 01, 2010 11:41 pm

You better not be including Whodunit? in that generalisation.

That was amazing.
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Lilit Ager
 
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Post » Sat Oct 02, 2010 2:35 am

Are you kidding me? Oblivion and Fallout 3 only really gave you the choice between accepting or not and what reward you'd get. Morrowind and FNV allowed you to play factions against each other forcing you to choose sides.

And it gave you the choice between a good/neutral/evil quest outcome.

Now Oblivion's quest weren't as bad as FO3, and the Dark Brotherhood/Knights of the Nine/Shivering Isles quest were very good, but most of the time there was no noticeable difference in how you finished the quest.
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N Only WhiTe girl
 
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Post » Fri Oct 01, 2010 6:55 pm

whodunit? was the best quest in all of Oblivion. If they made more creative quests like that I would be VERY pleased.
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April
 
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Post » Fri Oct 01, 2010 11:06 pm

I disagree. I thought New Vegas' quests were as bland, plain fetch and kill, and repetitive as Morrowind's. Oblivion's and Fallout 3's always seemed more varied and more interesting, to me, and I feel as though Bethesda's quest design has been improving with each subsequent Elder Scrolls game. :shrug:


This, basically.

Also just to clarify, Oblivions actual quests were superior to Morrowinds.

Morrowind - Get this kill him.
Oblivion - Go inside a painting, rescue the painter from paint creatures. Go to sleep on a ship, wake up realising that it has been taken by bandits. Go inside someones dream, and solve puzzles to rescue yourself and them.

This, you cannot say otherwise.
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Horse gal smithe
 
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Post » Fri Oct 01, 2010 7:47 pm

Oblivion's and Fallout 3's quests were pretty good I'd say.
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Nathan Hunter
 
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Post » Sat Oct 02, 2010 7:22 am

If they added alot of dungions like the Mehrunes Dagon add on I would be astatic. That was a very well made add on though honestly ruins and dungions should be like that anyway, Deep, long, and having its own special story to tell.
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Andrea Pratt
 
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Post » Fri Oct 01, 2010 9:59 pm

Are you kidding me? Oblivion and Fallout 3 only really gave you the choice between accepting or not and what reward you'd get. Morrowind and FNV allowed you to play factions against each other forcing you to choose sides.

And it gave you the choice between a good/neutral/evil quest outcome.

Now Oblivion's quest weren't as bad as FO3, and the Dark Brotherhood/Knights of the Nine/Shivering Isles quest were very good, but most of the time there was no noticeable difference in how you finished the quest.

Morrowind's quests never allowed for what you're referring to. The end of the Fighter's Guild questline had some choice to it, but other than that, there was nothing very much different about Morrowind than Oblivion in the choice department and the quests themselves were just repetitive fetch and kill quests with little backstory or variation, sometime with a bit of an escort mission as I had outside of Vivec, once. New Vegas' quests had more choice, but they still lacked variation. It was typical fetching and killing, for me. Even the actual plots of Oblivion's factions were more fleshed out.
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Peter lopez
 
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Post » Sat Oct 02, 2010 6:41 am

While Morrowind's quests weren't as complex, the huge amount gave you a greater sense of achievement. I'd like the best of both worlds.
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R.I.p MOmmy
 
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Post » Fri Oct 01, 2010 9:32 pm

Well it matters what quests you are trying to point out , if it is the Morang Tong quests well no [censored] it is just go a kill someone. No depth in those quests but Morrowind if I remember correctly had one or two quests when you had multiple choices. But not many quests have such variety anyhow...
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Sasha Brown
 
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Post » Sat Oct 02, 2010 9:33 am

Oblivion quests were good enough. I'd rather have a great number of UNIQUE places to explore, and if questing takes a hit for that, fine by me.
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Rinceoir
 
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Post » Sat Oct 02, 2010 6:50 am

Look, every one of these games had fetch-this/kill-that quests, it's the bread and butter of RPG questing. And each of these games had some really good and really bad quests, but I think that Morrowind and FNV definitely had more good quests with more possible outcomes than FO3 and Oblivion.

Oblivion also had that damn compass make everything so easy, they already improved the journal/map system to track quests compared to Morrowind, if they'd just stuck with that than the quests might've been less easy and more interesting.

And then there's also the stilted dialogue from quest givers in Oblivion, and more so in FO3. Todd Howard once said that he didn't think that investing in more/better writers was very important, well I think that FNV proved otherwise. Hopefully they've upped the ante this time with writing the quests.

Let's not even get started on the Shadow over Hackdirt quest, the only thing that had to do with its Lovecraftian namesake was the name!
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Lily
 
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Post » Fri Oct 01, 2010 7:07 pm

If you want a good/neutral/evil ending to every quest then play Fable. One of the things I love in TES is that it doesn't really have that. Though I agree that quests do need an overall improvement I find that kind of ending extremely annoying when it is used often. Whodunit? was I agree, just about the best quest in Oblivion, but having more than a few of those in the game would ruin it, and the novelty would wear off soon. Though I am getting sick of get this/kill him quests, it has taken a lot longer to get sick of them than other styles, as there are so many different ways that I can do them and I make up those ways, but still with a similiar end result (or maybe there just wasn't a novelty to get sick of in the first place). Another quest I enjoyed was http://www.uesp.net/wiki/Oblivion:Goblin_Trouble.
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DarkGypsy
 
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Post » Sat Oct 02, 2010 5:06 am

I may be the only one who feels this way but I hope that along with very deep quests there are also simple fetch, steal, collection, and kill quests as well.
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Adrian Powers
 
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Post » Sat Oct 02, 2010 9:10 am

Look, every one of these games had fetch-this/kill-that quests, it's the bread and butter of RPG questing. And each of these games had some really good and really bad quests, but I think that Morrowind and FNV definitely had more good quests with more possible outcomes than FO3 and Oblivion.


Any examples for MW quests with more than one possible outcome? The only two things I can remember is that if you did a certain Fighters Guild quest before you joined the Thieves Guild then joining the Thieves Guild would become impossible (that's what I remember at least, and if you joined the Thieves Guild before that point you could do both questlines). And you could only join one of the three (available) Great Houses. But other than that MW quests didn't have any choices I can remember.

EDIT: It's been a few years since I played MW the last time, but back then I played about 95% of the quests and I can't remember anything like that.
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*Chloe*
 
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Post » Sat Oct 02, 2010 4:48 am

While Morrowind's quests weren't as complex, the huge amount gave you a greater sense of achievement. I'd like the best of both worlds.

Look, every one of these games had fetch-this/kill-that quests, it's the bread and butter of RPG questing. And each of these games had some really good and really bad quests, but I think that Morrowind and FNV definitely had more good quests with more possible outcomes than FO3 and Oblivion.

Oblivion also had that damn compass make everything so easy, they already improved the journal/map system to track quests compared to Morrowind, if they'd just stuck with that than the quests might've been less easy and more interesting.

And then there's also the stilted dialogue from quest givers in Oblivion, and more so in FO3. Todd Howard once said that he didn't think that investing in more/better writers was very important, well I think that FNV proved otherwise. Hopefully they've upped the ante this time with writing the quests.

Let's not even get started on the Shadow over Hackdirt quest, the only thing that had to do with its Lovecraftian namesake was the name!

+1 Agree on every word of it.
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chinadoll
 
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Post » Fri Oct 01, 2010 9:37 pm

well i'm going to ignore the quests. So I'd rather they ignored the quests altgether and made more game mechanics such as more spells, crossbows, etc. Like thats going to happen.
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Cesar Gomez
 
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Post » Sat Oct 02, 2010 1:45 am

I disagree. I thought New Vegas' quests were as bland, plain fetch and kill, and repetitive as Morrowind's. Oblivion's and Fallout 3's always seemed more varied and more interesting, to me, and I feel as though Bethesda's quest design has been improving with each subsequent Elder Scrolls game. :shrug:

I disagree.

Oblivion did have its moments with the thieves guild and DB quests, FONV still blows it out of the water in writing.


But this is more opinion than anything else.
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Franko AlVarado
 
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Post » Sat Oct 02, 2010 6:17 am

Totally agree that if you need different endings there are other games such as fable already doing this.And god you are so right, if shadows over Hackdirt had a gate to some kind of oblivion world with a proper gribbly to destroy it would have been an awesome quest. If Skyrim is full of quests like the dark brotherhood, the thieves guild, lifting the vale and unearthing Meruhnes razor, then I for one will be ecstatic.
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Laura Richards
 
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Post » Sat Oct 02, 2010 8:31 am

Any examples for MW quests with more than one possible outcome? The only two things I can remember is that if you did a certain Fighters Guild quest before you joined the Thieves Guild then joining the Thieves Guild would become impossible (that's what I remember at least, and if you joined the Thieves Guild before that point you could do both questlines). And you could only join one of the three (available) Great Houses. But other than that MW quests didn't have any choices I can remember.

EDIT: It's been a few years since I played MW the last time, but back then I played about 95% of the quests and I can't remember anything like that.


Well, I can only name a few (it's been a while since I played Morrowind also), but even so its quest were far more involving. Morrowind had more interesting and deeper quests, while FNV had more possible outcomes.

One of the best quests ever in any RPG to me personally was in Bloodmoon where you had to start the Raven Rock mining camp. You literally started with an empty patch in the forest, you then had to lead the first miners there to safety and get them the necessary equipment from the crashed supply ship. All the while you could choose to aid the mining camp or the imperial officer who didn't want it to succeed. And every few steps further into the quest you would actually see the village take shape, first some wooden scaffolding, then a few houses, and then a fully functional mining camp with shops and taverns!

It really gave you a sense of progression and consequence that few RPG quests have. And as far as main quests are concerned, Morrowind really had the best, you had to complete so many steps before you were even recognized as Hortator/Nerevarine. You had to win over the different houses by completing different quests (not like in Oblivion where you simply had to close an Oblivion gate near a city to gain a few extra soldiers at the final battle).

FNV also had much better writing and dialogue compared to Oblivion and FO3, and it really forced you to choose factions.
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Ronald
 
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Post » Fri Oct 01, 2010 9:36 pm

There will always be some simple fetch and kill quests. What makes it tolerable is when there's a good story behind it. That makes a huge difference.
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Roisan Sweeney
 
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Post » Sat Oct 02, 2010 4:12 am

Like I said, I don't mind that there are some simple fetch-this/kill-that quests, they're supposed to be there and they offer a fun distraction from the larger quests.

But they can't be the only type of quests!
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Emilie Joseph
 
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Post » Sat Oct 02, 2010 12:44 am

Oblivon, Fallout 3 and Fallout NV were a massive improvement in quests I know Bethesda didn't make Fallout NV I just wanted to note how good they were
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Alina loves Alexandra
 
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