Some Quest From Main Questline Be Failable ?

Post » Mon Nov 22, 2010 11:43 am

So Should some Quest from the Main Questline be Failable

I know it Depends on The Quest

like

(you need to Protect someone Important that can help too Destroy Alduin but he got killed then you need to Defeat on your own)

(Protect an Important Town before it got Destroyed)

Edit : And by Failing a Quest i mean when a Quest from a Main Quest is Failed it closes some options to Complete the Main Questline
But also Opens Other Options to Complete Main Questline

So then There is another way of Completing the Main Quest



Something like that makes the Main Quest harder and more of a Challenge if some of the Quest are Failable
User avatar
Hussnein Amin
 
Posts: 3557
Joined: Sun Aug 05, 2007 2:15 am

Post » Mon Nov 22, 2010 8:52 pm

if you do fail they the thing should just let you reload.
OR
it could go the morrowind route for example if you kill a main story character it tells you that you can't complete the main story :P
User avatar
Adam Baumgartner
 
Posts: 3344
Joined: Wed May 30, 2007 12:12 pm

Post » Mon Nov 22, 2010 7:35 pm

That was like in Oblivion. It was storming with [censored] clannfears, it was hard to keep the important character alive.
User avatar
Sandeep Khatkar
 
Posts: 3364
Joined: Wed Jul 18, 2007 11:02 am

Post » Mon Nov 22, 2010 1:26 pm

I don't think it should be considered failing, just another way of completing the main quest, or any other side quest for that matter. Perhaps by "failing" one mission, it closes some options but it also opens up other options when continuing the main quest.
User avatar
hannaH
 
Posts: 3513
Joined: Tue Aug 15, 2006 4:50 am

Post » Mon Nov 22, 2010 4:30 pm

I don't think it should be considered failing, just another way of completing the main quest, or any other side quest for that matter. Perhaps by "failing" one mission, it closes some options but it also opens up other options when continuing the main quest.

this is what i mean
User avatar
Chavala
 
Posts: 3355
Joined: Sun Jun 25, 2006 5:28 am

Post » Mon Nov 22, 2010 5:51 pm

I don't think it should be considered failing, just another way of completing the main quest, or any other side quest for that matter. Perhaps by "failing" one mission, it closes some options but it also opens up other options when continuing the main quest.

Ala Morrowind, where you could take a certain artifact off a certain living god's corpse and have a certain Corprusarium inmate do things with it? That'd be nice to see.
User avatar
Emily abigail Villarreal
 
Posts: 3433
Joined: Mon Aug 27, 2007 9:38 am

Post » Mon Nov 22, 2010 2:51 pm

Yes it would be a welcomed addition, I expected in Oblivion there would be greater incentive to completel the MQ beyond being thrown into the MQ like a ragdoll and annoying gates everywhere Pre Oblivion several peeps agreed that Cyrodiils situation getting progressively worse would be in the game, and when we saw Kavatch it was speculated that the other cities would suffer the same fate, when I heard gates where appearing next to cities I was like :ahhh: but after a few days...when nothing happened to those cities..im like :eek:



this is the fuzzing END of existence, it shouldnt wait on one person.

no don't put a big Critical mission failiure! and make me reload outright, give a sort of last stand bit or make the world harder to play in as Armaggedon comes
User avatar
Monika Fiolek
 
Posts: 3472
Joined: Tue Jun 20, 2006 6:57 pm

Post » Mon Nov 22, 2010 1:17 pm

Yes it would be a welcomed addition, I expected in Oblivion there would be greater incentive to completel the MQ beyond being thrown into the MQ like a ragdoll and annoying gates everywhere Pre Oblivion several peeps agreed that Cyrodiils situation getting progressively worse would be in the game, and when we saw Kavatch it was speculated that the other cities would suffer the same fate, when I heard gates where appearing next to cities I was like :ahhh: but after a few days...when nothing happened to those cities..im like :eek:



this is the fuzzing END of existence, it shouldnt wait on one person.

no don't put a big Critical mission failiure! and make me reload outright, give a sort of last stand bit or make the world harder to play in as Armaggedon comes

Yeah it was weird nothing was happening with those city's when Gates were near

Only Mythic Dawn Invade peoples in a city and no Daedra's Invaded a City

That was the only thing that happened

Next time i would like to see Buildings being Destroyed and [censored]
User avatar
Dewayne Quattlebaum
 
Posts: 3529
Joined: Thu Aug 30, 2007 12:29 pm

Post » Mon Nov 22, 2010 10:30 am

In a nutshell - the world should be dynamic rather than static. Absolutely. It would take a fair amount of balancing to have a dynamic world and have it still be an enjoyable game, but that should be the goal.
User avatar
Krystina Proietti
 
Posts: 3388
Joined: Sat Dec 23, 2006 9:02 pm

Post » Mon Nov 22, 2010 12:14 pm

Of course quest failure should be an option. It can only add to the organic story. The vanity players who can't accept failure of any kind will just load a savegame, while the players more inclined to heavier consequences will happily assume the failure and search for other means to solve their tasks. But Bethesda should design the quests with modularity in mind, to give the player alternative routes for every possible failure. That means a lot of backup quests though.

I loved how Gothic 3 managed failure in quests: when you complete some quests, you get on the screen a message that tells you what alternative quests you failed by doing so. The world of Tes should be alive, dynamic, organic in all its aspects, including quest design.
User avatar
Eileen Collinson
 
Posts: 3208
Joined: Thu Dec 28, 2006 2:42 am

Post » Mon Nov 22, 2010 3:53 pm

Yes. I would love to see more alternative paths ala Morrowind, and some "bending around" the main plot.
User avatar
Hot
 
Posts: 3433
Joined: Sat Dec 01, 2007 6:22 pm

Post » Mon Nov 22, 2010 10:31 am

Yes they should, but it wont happens.
Skyrim is being designed with 12 years old people in mind.
User avatar
Nany Smith
 
Posts: 3419
Joined: Sat Mar 17, 2007 5:36 pm

Post » Mon Nov 22, 2010 10:12 am

i would love more paths to the end the mainquest ....

And for Oblivion wasn't it strange during the final battle the blades weren't even helping along side Martin and Jauffre
User avatar
Lynne Hinton
 
Posts: 3388
Joined: Wed Nov 15, 2006 4:24 am

Post » Mon Nov 22, 2010 8:39 pm

Yes they should, but it wont happens.
Skyrim is being designed with 12 years old people in mind.

This is, unfortunately, probably true. No matter how much we might sit around here and dream up things that would be really nice in the game, we're just a small part of Beth's market. They make much more money, in the end, off of 12 year olds who are going to buy the game, play it over a weekend or two, then sell it back to GameStop and get something else. If the game is too complicated for them, they're going to ragequit and tell all their friends that it svcks, and then they'll all just spend their allowances on something else.

Still though.... it's fun to dream........
User avatar
Brandon Wilson
 
Posts: 3487
Joined: Sat Oct 13, 2007 1:31 am

Post » Mon Nov 22, 2010 10:37 pm

if you do fail they the thing should just let you reload.
OR
it could go the morrowind route for example if you kill a main story character it tells you that you can't complete the main story :P

Thats an old school low tech way of going about it, how about each quest being dynamic in some way, some could present a lot of paths and outcomes, and some could present just a few paths and outcomes and each outcome can have some effect on the world and NPCs around you. i think having multiple paths and out comes keeps the replay value high and also it feels more realistic and gives you more freedom, as apposed to being constrained by linear story scripting (either you do it or you dont, or your locked out of the quest completely, wow how revolutionary)
User avatar
Penny Courture
 
Posts: 3438
Joined: Sat Dec 23, 2006 11:59 pm

Post » Mon Nov 22, 2010 9:49 pm

atleast there is still a morrowind community
User avatar
Vicki Gunn
 
Posts: 3397
Joined: Thu Nov 23, 2006 9:59 am

Post » Mon Nov 22, 2010 3:38 pm

When you can't fail a quest, there's no tension. Escorting Martin was irrelevant when he could theoretically defeat whatever was thrown at him because he would just get back up every time he got knocked down. When you fail the quest, you lose the reward, simple enough.
User avatar
brandon frier
 
Posts: 3422
Joined: Wed Oct 17, 2007 8:47 pm

Post » Tue Nov 23, 2010 2:29 am

I think that it was possible to fail the MQ in OB, other than just dying but thats not what you mean right? there isn't any way to fail in terms of loosing a key item or the death of an important npc, but there are ways you can get stuck or you can loose an important npc like martin. in which you can no longer progress. but other than glitches, idk about failing the MQ, it was possible in MW and I did not think that was to bad since I can reload a save if I killed some one important with out knowing they were....
User avatar
Marine Arrègle
 
Posts: 3423
Joined: Sat Mar 24, 2007 5:19 am


Return to V - Skyrim

cron