» Thu May 19, 2011 6:24 am
A lot of the comments above ring true to me. A quest is interesting less because of its ostensible objective than because of the design elements incorporated therein. Some factors that are important to me are:
1) Foremost, does the quest have a story? A motivation that the player either sympathizes with, or opposes? Characters that have a personality, a history, interests of their own? A mystery for the player to resolve? Give me an emotional hook over loot and glory any day.
2) I also love exploration. Show me new place, or better yet, a new kind of place. If there are enemies, let them look different, or behave differently, than those I have met before. Finding a sufficiently interesting place is a reward on its own.
3) I like quests that require investigation. However, it should be noted that there are two types of investigation. The first is "diffuse investigation", which is probably the most realistic in some ways. In this sort of investigation, the player is left with few or no clues about where to look. They may need to find books or clue-objects hidden in a variety of places, talk to numerous people, follow a number of likely paths, etc. before any real knowledge comes their way. This can get quite frustrating, especially for those who try to play a quest directly from start to finish. "Directed investigation", by contrast, will usually tell you when you have found any relevant clue, and suggest a next direction to search. This is more friendly to casual players, but can be less satisfying to those who cherish their realism, nonlinearity, etc.
4) I marked 'puzzles' as my favorite type of quest, but there are many kinds of puzzles. There are investigation puzzles, discussed above. There are a variety of 'classic puzzles', which consist of first deducing the rules of some artificial situation, and then deducing how to use those to accomplish a goal. (Have you ever played the Myst games? They are filled with such classic puzzles.) There are searching puzzles, in which one needs to get to the right general area (finding the general area may be a puzzle on its own), and then pay very close attention to one's surroundings. There are 'tool puzzles', which mostly consist of determining what simple method may overcome an otherwise very difficult problem; in Oblivion, this may mean, for example, using a telekinesis spell to fetch an out-of-reach item. Classic boss fights are often tool puzzles; trying to jump on Bowser's head will not work, but grabbing his tail and swinging him around does the job. Similarly, count on most fire-elemental creatures, including bosses, to have a weakness to frost spells. There are word puzzles (including riddles of various stamps) and math puzzles, which are sometimes classic puzzles but not always. These may require special skills that not all players will have in abundance, but that is technically true of every type of puzzle. Word and math puzzles, however, deserve special mention because children, the five to ten percent of the population with dyslexia, the 30% of US citizens who do not complete high school, people speaking English as a second language, and people who never understood story problems collectively make up a very large fraction of the potential audience, and all of these people will have trouble with language or math puzzles at some level of complexity - not to mention the people who are not in those groups, and will still have trouble. Additionally, language games do not translate well. Different players will find more to enjoy in different types of puzzles. I, myself, enjoy investigation and classic puzzles, like search puzzles if they are in unfamiliar areas, am neutral towards tool puzzles, am good at math puzzles but not interested in most of them, and moderately good at word puzzles but usually despise the harder ones.
5) Lots of people love nonlinearity, and lots of people love multiple solutions, which are not strictly the same thing. Multiple solutions means multiple ways to accomplish a given task. Nonlinearity means a choice between different tasks to accomplish. Both add roleplaying value and repeatability to a quest.
6) Roleplaying value attracts a lot of players. Can you choose to be good or evil? Can a goal be accomplished via combat, stealth, or manipulation?
7) On the other hand, not all quests are for all characters. Some quests are really just for thieves, or assassins, or competent mages, or competent fighters, or the silvertongued, or good guys, or bad guys. If you know that, and market accordingly, it's all groovy. I wouldn't download Thieves' Arsenal while playing a paladin, nor The Order while playing a sinister assassin. However, if you intend your quest mod to be "for general audiences", then alignment- or style- specific quests should be optional, and preferably balanced out by other alignment- or style specific quests.
8) When it comes to tangible rewards, items that perform a unique function and/or have a unique appearance are more interesting than those that are extremely valuable or powerful but technically replaceable.
9) 'Fetch item' quests are most interesting to me when specifically framed as theft quests. This distinguishes them from the vast pool of 'kill your way to the item' quests, and if well-designed, may elevate them to puzzle quests.
10) I don't like dungeon dives, or fights, all that much. That may be strange, given that Oblivion has - well - a LOT of dungeon-diving and fighting elements, and I'm playing it. Nonetheless I'd rather explore a mostly-empty dungeon with hidden passageways and traps than hack my way through one filled with enemies. The more unusual the dungeon layout and the enemies within it, the happier I am to fight through it. If I must fight, I'd rather a single interesting fight to a lot of ordinary ones. Refer to (1) and (2): I'm all about Story and Discovery when it comes to my games.
11) Escort quests are the bottom of the barrel, because the AI is horribly self-destructive and dumb. This has been true in every game I have ever played. You'd think someone would figure it out, but no.
All that said, I am a very specific type of player, and not every gamer will enjoy what I enjoy. I know a guy (from another game) who never reads quest texts, just follows the quest markers and kills whatever he's supposed to kill there. A whole class of people just want powerful and/or pretty gear and/or adoring, subservient, beautiful followers who look like Legolas and are named Legolas. But, people with these tendencies usually satisfy them by downloading weapon and companion mods, rather than by downloading quest mods. /shrug/. In the end, the way you design your mod is a choice of which audience you want to attract. Take your pick, and whatever you decide to do, have fun modding!