» Sun Jul 17, 2011 6:15 pm
A lot of RPGs suffer from this in my experience, often, quests seem to follow a few standard templates, just with different things pasted into different slots, and a story written around it to explain why you should do it, or maybe they write the story first and then think about what kind of objectives would make sense for it, but either way the results are usually repetitive. It would probably help a bit if we had more quests like the ones in Fallout 3, in other words, multi-stage quests, pontentially having twists before the end, where your ultimate objective is not necessarily clear from the start, and adding choices that can affect the outcome of the quest is nice too (As opposed to choices which don't effect the outcome of the quest, like that one quest in Bruma where even if you decide not to kill that woman, dramatic convenience comes in and does it for you.) of course, in Fallout 3's case having individual quests be better than those in Oblivion evidently came at the expense of having a much smaller amount of side quests, which I wouldn't want for Skyrim, so I'd say we should have some quests like that but some more generic ones, though not TOO generic and straight forward, "Go upstairs, put this fake soul gem in a desk, then come back down again." is just boring .