Good questing

Post » Wed Oct 27, 2010 3:20 pm

Ok imo oblivions questing was very bland, repetitive etc.
Well. I was just playing fallout 3 and I had a thought what if theey brought in Multiple choice quests (Im not sure they had this in OB but please correct me if im wrong) To Skyrim.
For Example: Scenario : You have to Get rid of a Very prestigious high elf Mage Loved in the mages guild loved by the people. Choice one :Kill his colleuges and leave his staff at the scene making him expelled from the guild Choice 2 : Pay various newspapers to create a scandal Making him expelled from the guild and shamed by the people. Choice 3:Tell him about The plot to frame him and recieve a reward.

What do you think

Edit: Random Encounter Quests a random Nord Runs up to you asking you to lead him to a city , He sees his freind Bob ,Bob links you a followup quest etc.
Edit: Bobs quest makes you get his ancestors Sword - You never return it to him- Bobs ancestor is annoyed -You just finished waiting for 12 hours its 12 o clock ,Pitch black , Bob and the ghosts of his family appear to kick your ass :D
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Roberta Obrien
 
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Post » Wed Oct 27, 2010 6:19 pm

All quests, the more the better..
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Charleigh Anderson
 
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Post » Thu Oct 28, 2010 12:30 am

All quests, the more the better..

The More the better
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Vicky Keeler
 
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Post » Wed Oct 27, 2010 10:30 am

no all quest it′s necesary to have a few lineal
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Claudz
 
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Post » Wed Oct 27, 2010 11:09 am

I hope all the quests have this thing.
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SWagg KId
 
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Post » Wed Oct 27, 2010 7:45 pm

Multiple choices, multiple approaches, and the occasional unintended consequence. Make me feel smart about some of my choices. Make me feel bad about others. Prioritize an interesting, branching narrative over a list of achievements to be ticked off.
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Cash n Class
 
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Post » Wed Oct 27, 2010 9:07 pm

I'd love this. Say some guy told me to go find an ancient family heirloom of his, or take back something that was stolen, i'd just grab the item then keep it for my own. xD
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Stephanie Valentine
 
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Post » Thu Oct 28, 2010 1:14 am

Some good posts :) :fallout:
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Ashley Clifft
 
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Post » Wed Oct 27, 2010 4:57 pm

I'd love this. Say some guy told me to go find an ancient family heirloom of his, or take back something that was stolen, i'd just grab the item then keep it for my own. xD

Yeah and no more - You cannot drop this quest item
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Syaza Ramali
 
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Post » Wed Oct 27, 2010 10:54 pm

Yeah it could be cool, but I really don't want it to turn into a whole 'morally gray' experience. I don't want the game to be revolved around our decisions and choices and such. That's for Fallout, IMO, not TES.
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Anna Watts
 
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Post » Wed Oct 27, 2010 11:14 am

Yeah it could be cool, but I really don't want it to turn into a whole 'morally gray' experience. I don't want the game to be revolved around our decisions and choices and such. That's for Fallout, IMO, not TES.

Good point
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Jason Rice
 
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Post » Thu Oct 28, 2010 1:11 am

Yeah it could be cool, but I really don't want it to turn into a whole 'morally gray' experience. I don't want the game to be revolved around our decisions and choices and such. That's for Fallout, IMO, not TES.


I'm not sure I understand. What about "choice & consequence" do you find objectionable? Do you find it a little hard to believe that one person could have such a large impact on the game-world?

From my perspective, having multiple paths to completing a quest makes questing less of a grind. The experience is less of the game setting up arbitrary obstacles to your character gaining strength, and more about your character making decisions in that context. Of course, having a good story to the quest also helps - a railroad quest with a good story behind it can still be an enjoyable quest. But good stories and multiple paths aren't in competition.
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Dominic Vaughan
 
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Post » Wed Oct 27, 2010 4:20 pm

i like how nobody has voted No to either question yet in the poll results :)
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Cedric Pearson
 
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Post » Wed Oct 27, 2010 11:17 am

Most of the quests and i want random quests too.
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Charlotte Buckley
 
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Post » Wed Oct 27, 2010 11:30 am

I'm not sure I understand. What about "choice & consequence" do you find objectionable? Do you find it a little hard to believe that one person could have such a large impact on the game-world?

From my perspective, having multiple paths to completing a quest makes questing less of a grind. The experience is less of the game setting up arbitrary obstacles to your character gaining strength, and more about your character making decisions in that context. Of course, having a good story to the quest also helps - a railroad quest with a good story behind it can still be an enjoyable quest. But good stories and multiple paths aren't in competition.

But normally In Rpgs Having a variety of choices makes your decision be worthwhile, as it has affected somthing , somones finances etc.
Example: Some small lumber town its lumber industry is in grave danger of collapse They hire you to fix this problem Choice one : Burn down the mill - town goes into poverty people lose their homes etc. Choice Two: Finance It - Village has a financial Boom Rich people , big houses, better goods at shops etc.
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Caroline flitcroft
 
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Post » Thu Oct 28, 2010 3:07 am

most but not all
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saxon
 
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Post » Thu Oct 28, 2010 2:01 am

I personally think all
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Kelsey Anna Farley
 
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Post » Wed Oct 27, 2010 6:15 pm

Multiple ways through a quest are great, but I am more concerned about mutually exclusive questlines, or rather multiple ways to play the whole game. If you do a combat, a magic, and a stealth playthrough, they should be different, though it would certainly be very nice to have stealth type quests that you could complete as a thief ( OB type, no killing ), and differently as an assassin.
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Brιonα Renae
 
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Post » Wed Oct 27, 2010 10:03 pm

Or maybe both :)
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benjamin corsini
 
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Post » Wed Oct 27, 2010 1:57 pm

Terrible question. It's like asking "do you want skyrim to be a good game?"

They'll make all the quests non-linear if they have the resources and time.
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Beat freak
 
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Post » Thu Oct 28, 2010 4:57 am

Terrible question. It's like asking "do you want skyrim to be a good game?"

They'll make all the quests non-linear if they have the resources and time.

Yes ofc they will but anyway i just want peoples opinions and look No on either hasnt gotten a vote
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Soraya Davy
 
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Post » Thu Oct 28, 2010 2:53 am

pie :cryvaultboy:
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SUck MYdIck
 
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Post » Thu Oct 28, 2010 1:47 am

I'd think it'd be better for sidequests, but not the main quest. I'm not sure the ES games are really about that vagueness - they're more about the Hero Saving The World.

Think of how screwed up everything would have gotten in Oblivion if, instead of helping Martin & Co beat down the Oblivion gate outside....... Bruma?.... you instead betrayed Martin, killed him, and destroyed the city. Then you'd go on.... oh, wait. It's the Game Over, You Lose screen. The world was destroyed.

Sidequests, on the other hand, can have plenty of space for you to try different outcomes without throwing the entire Plot off the rails. :)
(I still wouldn't think it'd be good for all of them, because not every quest lends itself to that kind of thing. Shoehorning "ambiguity"/choice into every single quest would be just as silly as having it in none.)
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Kanaoka
 
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Post » Wed Oct 27, 2010 7:09 pm

I'd think it'd be better for sidequests, but not the main quest. I'm not sure the ES games are really about that vagueness - they're more about the Hero Saving The World.

Think of how screwed up everything would have gotten in Oblivion if, instead of helping Martin & Co beat down the Oblivion gate outside....... Bruma?.... you instead betrayed Martin, killed him, and destroyed the city. Then you'd go on.... oh, wait. It's the Game Over, You Lose screen. The world was destroyed.

Sidequests, on the other hand, can have plenty of space for you to try different outcomes without throwing the entire Plot off the rails. :)
(I still wouldn't think it'd be good for all of them, because not every quest lends itself to that kind of thing. Shoehorning "ambiguity"/choice into every single quest would be just as silly as having it in none.)

True but what if there were 5 diffrent ways to complete the quest where you steal the mysterium xerxes
replayability!
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Kristina Campbell
 
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Post » Thu Oct 28, 2010 1:00 am

I really hope that Bethesda takes a page out of Obsidian's book in terms of wealth of choices and depth of quests. It was the depth of quests that made New Vegas better than Fallout 3.

However the basic hunting/gathering and fedex quests should be linear. Having different six ways to gather lavender petals is kinda pointless IMO.
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Maria Garcia
 
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