» Wed Mar 30, 2011 5:25 am
Infintely repeatable missions does not add replay value to the game, because that kind of mission inevitably becomes boring, and replay value needs more than just having content to come back for, that content needs to be good enough that you have a REASON to come back for it. I play games to be entertained, not to keep doing repetitive chores, I'm not even sure if I like the idea of Radiant Story quests, I mean, I like the idea of the game having a system to alter the game experience based on your choices, but I'm not sure if I'll enjoy the non-hand-crafted side quests. Though I've heard it claimed that Radiant Story quests will feel like they're hand crafted rather than generated by a computer based on a formula, well I'll judge that for myself once I've tried them, until then, I'm going to remain skeptical on that.
Although I don't mind repeatable tasks if they're something like finding technology for the Outcasts or Sugar Bombs for that ghoul in Fallout 3, but I really don't consider that sort of thing quests. Quests usually have to have some sort of definite goal, and fulfilling it completes the quest, or at least advances it if it's a multi-stage quests where you don't know from the start what your ultimate goal will be. Seeking Your Roots was a quest because you always had a specific goal, after your first Nirnroot, you had to ask an alchemist about it, then you were directed to that Altmer in Skingrad. After that, you had to find progressively larger amounts of Nirnroots and return them to the alchemist to get stronger versions of the potion. That's a defined goal, on the other hand, with collecting scrap metal for that person in Megaton, there was no definite goal, you were never told how much scrap metal you needed, you just knew you needed scrap metal, also, the game didn't seem to recognize it as a quest as there was no journal entry for it, but Fallout 3 had some tasks which could qualify as quests in practice but still don't get journal entries, probably because they were too minor to really warrant it, but that aside, I don't mind this sort of task not because they're more interesting than your typical randomly generated quest, but because they're really not tasks you go out of your way to do. If a character tells me to bring him any instance of a specific type of item I find, that's something I can just collect while exploring or doing quests, and take them back to the character whenever it's convenient to do so, so while it's not an interesting task in itself, it doesn't come off as tedious unless I keep going out of my way to search for the items in question. Now if I'm told to go to a dungeon and retrieve this item or kill that enemy, on the other hand, that's something I have to go out of my way to do, and if the task stops being fun, it also becomes boring. I mean, hand-crafted quests can also often degenerate into the same formula as randomly generated quests, but at least with those, you can make each quest feel a little more distinct by having a different story behind them, and when your quests are hand crafted, it leaves room for creativity that just can't be had in randomly generated quests.
And if there are infinitely repeatable missions, there should NOT be concequences for not doing them, because if there is, then you're forced to do them, and when I'm forced to do something boring, then that is not a good thing. Quests are something I shouldn't need to be forced to do, they should be something I WANT to do and do willingly whether I have to or not. If you need to try to force a quest on players to make them do it, then you're doing it wrong. I certainly shouldn't have to do boring, repetitive tasks to prevent the game from being broken by things that are not the result of my choices to begin with.