What Do People Want In A Large Questmod?

Post » Fri May 27, 2011 11:28 pm

OK, as some of you may know i am working on a quest orientated mod with Zarnatheron.

And i was curious as to what people were more interested in in a mod such as this. Things like new statics, new weapons, armor, creatures or anything else.

So please, let me know what your all interested in, and what would make you download such a mod. :)
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Kelly Osbourne Kelly
 
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Post » Sat May 28, 2011 5:52 am

Something that doesn't conflict with the territory covered by any other quest mods. I can't begin to tell you how many quest mods take up the same three or four pieces of turf. And that's while so much else in the way of Morrowind real estate is neglected, too.

For the rest, 1) well-individualized NPCs, 2) multiple ways to solve many quest stations, rather than just "barge in and kill 'em all," and 3) carefully weighted rewards that don't go over the top.
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Colton Idonthavealastna
 
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Post » Sat May 28, 2011 8:59 am

- Well realized NPCs with personality
- Good dialogue with meaningful dialogue choices
- Choices & Consequences in quests with the ability to alter the gameworld
- Multiple ways to solve quests tied to choices and player's abilities
- Good quests which are a bit more varied than the usual "go here, bring me this, kill him"
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carrie roche
 
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Post » Fri May 27, 2011 9:52 pm

Rewards that are interesting and worth doing the quest for without being over the top.
New places to explore as you go through the quests
New types of enemies or unique NPCs to meet and/or kill
Some choices in how you complete the quests
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Alex [AK]
 
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Post » Sat May 28, 2011 3:16 am

- Choices & Consequences in quests with the ability to alter the gameworld


Signed, it´s the strength of a single player game compared to an MMO that it would be possible to totally change the game world through your decisions and actions. I want to see that I had an impact and that the world is different than before. In the games nowadays, this is done not good enough, I´d say. A world feels more real if changes take place and it´s not only static.

Think of Oblivion, even if you played for years (game time), Kvatch would never get rebuilt. But it would have felt much more real, if it were.
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Kelvin Diaz
 
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Post » Fri May 27, 2011 9:34 pm

I agree with what everyone above has said. But also, what would be really special is a meaningful use for the boatloads of cash that high-level characters accumulate as a matter of course.
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Silencio
 
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Post » Fri May 27, 2011 6:49 pm

I agree with what everyone above has said. But also, what would be really special is a meaningful use for the boatloads of cash that high-level characters accumulate as a matter of course.

hokers and beer surely? :celebration:
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maddison
 
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Post » Sat May 28, 2011 12:46 am

Great dialogue (just no "Looney Tunes Speech( lemme', gimme', why I oughta', etc.), with an option to carry away one of the NPC's as a companion is always nice. Atmospherics, such as spooky sounds added or an unusual animation would be also nice. One thing I find a bit restrictive, even if it is done for effect are mods that alter abilities with an 'I insist' kind of forcing. These are those that prevent you from flying, teleporting, or in some cases, even physically leaving the island or terrain. While it adds something to the story, I find that the unpredictable nature of how some mods or characters malfunction occasionally makes 'I insist' actions kind of deterring to the fun. So clearly, none of those added.

Mountainous caves would be interesting. We already have plenty of subterranean caves and even the underwater variety. But a cave or series of caves located high on mountians, protected or inhabited by interesting cave dwelling creatures or entities, would be interesting.
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I love YOu
 
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Post » Fri May 27, 2011 8:08 pm

I agree with all of that, and if you interested in mountainous caves, keep an eye out for the skyrim mod :)

There will be no forcing of any kind in my mod. However if someone is silly enough to use TGM or TCL console commands, then they deserve a slap, and to have any role playing games taken from them :toughninja:
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Ashley Tamen
 
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Post » Sat May 28, 2011 3:19 am

Something that doesn't conflict with the territory covered by any other quest mods. I can't begin to tell you how many quest mods take up the same three or four pieces of turf. And that's while so much else in the way of Morrowind real estate is neglected, too.


I have to agree on this, sadly, with all the different mods out there that add new things to the landscape, it might be hard to ensure that the mod does not conflict with any of them, but at least it might be feasible to check if it conflicts with the most popular ones. If it's a large quest mod, I'd also like the quests to be varied, they shouldn't all just be "Kill X" or "Fetch Y", there should be a little bit more variety than that.

And I also must agree with the suggestion of good writing and multiple choices with meaningful concequences. I want to actually be able to care about the quests and the characters, it shouldn't be something I only do because I want the reward. Also, reward is quite important too. The reward for a quest should be something that makes it worth doing, preferably something unique, as when I go through great trouble to complete a quest, I don't want to come home with an item I could have, and quite possibly already have, acquired through some other means. Of course, the reward should be well balanced to the quest, easier quests should give less valuable rewards, while more difficult ones need something better to feel rewarding.

Also, it would be preferable if the quest includes something for characters of various diffierent levels, perhaps the early quests could be accomplished at low levels, whereas later ones require high levels. With some quest mods, because even the earliest quests need you to be a relatively high level, I often find myself only having original quests I've done many times before to do, at the same time, if a quest mod is designed only with lower level characters in mind, by the time I get around to doing some of the quests from it, they will be extremely easy and the rewards will seem pointless. I'm thinking something along how the main quest is set up, where it's designed so that players will slowly get more powerful as they do it.
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Kelly Osbourne Kelly
 
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Post » Sat May 28, 2011 3:03 am

As questmaker on the Mod Amanita, which is the reason for this thread, I'm very interested in the responses in this thread.

I'm surprised (and glad) that I haven't seen the answer I espected. Based on the interest in WIP-thread, I expected it to be all about including new unique textures.

I agree that having a great variaty in the quests is essential, and I believe in a great story and lots of unique dialogue.
Small choices are easy to implement in a questmod, but major choices are demanding, since they might require branching the questline like in the two Bloodmoon questlines, but I can see it adds replayability and a feeling, that you can make a difference in the game.

I also like, that the qusetline has consequenses after you finish it. f.ex I'm annoyed when playing Bloodmoon, that they never rebuild the fort. I hope to do better than that.

The reward thing is difficult in my opinion, which can be seen just in the answers in this thread. That it should not be unbalanced is something we can agree about, but should you be rewarded for everything or just for some of things you do and what rewards should you get, maybe like for the legion, where you don't gert rewarded for your quests, but they ead to advancements, which leads to rewards (the armor).
The easiest thing is to give gold as reward, but it's also kind f boring. But when giving items as reward it's difficut to find meaningful rewards, which is somehow scaled and aso useful. In my opinion it's one of the hardest thing for a questmod, where you easily can end up with uber-items or a lot of junk, which you have no use for (why would you want a powerful axe as reward, if you are specialized in longblades?).

I also think the difficulty of a mod is something to think about. I have recently played 'The Horror mod', which is large, clever, very atospheric.... and insanely tough, so eventhough I like it I will probably not play it again. I have also had problems playing a bot of the large questmods, since they require lvl 30, so my game is often corrupt before I get to play the mods.
A problem for me designing a questmod maybe takes 5 levels to complete if it's very large (like the underground), which isn't a lot compared to the mainquest in Morrowind, so realistically the last enemy can't be that much tougher than the first enemy which narrows the evolution in the questmod. This is especially true for a mod taking place in an island far away, where you would expect to arrive and finish the questline in one visit.

These are some of the challenges I see in designing a questmod.
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Rach B
 
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Post » Sat May 28, 2011 1:03 am

I think in some cases, having enemies and rewards that are set to a high level is the "easy way out" when it comes to making your quest epic. Being epic is all about the story for me. Make a story interesting enough, and the rewards no longer matter. The quest giver can give me a broom for all I care if the quest took me to interesting places.

As for quest rewards, sometimes you can go that little bit out of your way to make a completely unique item that you would never be able to find in the game otherwise. I'm not talking about unbalanced loot. I'm talking about scripted items that do something special, that aren't necessarily useful in combat, but add something to the game itself. An example would be a magical ring that teleports you to a secret area, or a tiny pet creature that you can carry in your pocket.

For dungeon crawls, cursed items are also something lacking that can add flavor to gameplay. Puzzles are another thing that can add interest to your "dungeon".

A good sense of humor is also welcome in any quest mod.
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Chris Ellis
 
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Post » Fri May 27, 2011 6:43 pm

If its a dungeon crawl, some traps might be nice. Nothing overboard, but it can definitely make things more interesting.
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M!KkI
 
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Post » Sat May 28, 2011 6:28 am

I got some ideas too:

1. What I was always missing in Morrowind were friends like you had them for example in the "Gothic" series. It don't necessarily need to be companions, but a hand full of people with a believeable background, that you meet from time to time just randomly all over Vvardenfall. They might give you a hint, teach you some new skills, offer you a job or just have a nice chat with you. I always felt I was completely on my own ingame and the few characters you had to deal with frequently, like Caius Cosades for example, were always standing in the same place and seeming to have no life of their own during the whole game.

Morrowind isn't a multiplayer game, but you could try to get some of the atmosphere of such a game in it!!! ;)


2. What would be awesome were, if the player would have the chance to explore a clan of hostile creatures, like Skamps, Ogrim, minions or other wild creatures. You could show that there is another side to those figures than just slaying them for leveling up. You could get permission to travel through secret underground realms, get rare loot and much more. I can't do quests yet, but if you should need unique quest stories, just let me know!!! :)


3. What also would be great were to have a new kind of thread after the main quest is done. Something which keeps you busy besides from doing all the small fetch and return quests. Maybe some rogue oriented stuff, a group of conjurers, a forbidden guild...


TheDaywalker :rock:
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Michelle Chau
 
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Post » Sat May 28, 2011 12:20 am

New stuff isn't big on my list either. As mentioned above...

- new places to explore (preferable non conflicting but that be difficult to achieve)
- interesting plot backed up by good and useful journal entries
- NPCs with fleshed out dialogue to guide you
- well constructed and to a degree logical level layouts. It doesn't have to be huge just well put together and detailed. I also like being made to search for things with my own eyeballs, stuff like hidden doors and such.

I personally don't feel you need to load your mod with tons of custom made content, there's plenty available already. It's something that gives me immersive gameplay I'm after.

Hope that helps.

:)
-kwm
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Bethany Short
 
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Post » Fri May 27, 2011 10:44 pm

Logical quest line without having to chase back and forth.
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TOYA toys
 
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Post » Fri May 27, 2011 11:03 pm

A-lot of what everyone else said. What I'd personally want to see in a Large quest mod is a degree of faithfulness to the already established lore; However, certain quests mods from Oblivion (The Lost Spires, for example), and Morrowind (The Sable Dragon Inn comes to mind, though it wasn't very lore-friendly to begin with) have shown me that if the quests are fun and well written, it won't matter how much they detract from the lore.
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Laura Cartwright
 
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Post » Sat May 28, 2011 7:00 am

In my opinion, a quest mod can be linear and have lack of choices if the ride itself is suitably amazing.
Take for example the Dwemeri Secret, no choice there, it was a well done quest mod, but really not much more than a dungeon crawl with some awesome stuff in it.
A larger quest mod also needs some suitably epic stuff in it, giant fortresses and such, big big bosses, and the occasional part that makes it stand out, something like escaping a cavern as it collapses, a giant battle, or running away from a train.
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Tammie Flint
 
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Post » Sat May 28, 2011 3:21 am

If you make a new landmass put it way off of the map since there is already too much on the map. This would pretty much guarantee compatibility with other mods. What you could do is provide an grid baased in game map with important locations.
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Judy Lynch
 
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Post » Sat May 28, 2011 10:28 am

I like the idea of having some motivation to go on the quest in the first place

Treasure hunts are okay but I like to get know the NPC's in the quest - where are they from, why are they there - what difference to their lives will it make if I help or refuse to help

If the mod is set in Morrowind - not some alternative plane of existence or other landmass - then I like the NPC's to fit in with the style of Morrowind - I don't mean 100% lore accurate but at least lore compatible

When i want weapons or clothes etc I normally just download those as stand alone mods eg Phijama's mods which I could pick up in Seyda Neen or are resources I can add to the game however i want - I think of LGNPC mods as the ultimate quest mod - my quest is to talk to all the NPC's and find out their backstories and the reward is just the satisfaction of doing so

A large questmod needs to keep my attention without demanding I slavishly follow it all the time - having unexpected twists to the story or ramping up the tension is always appreciated

Not receiving uber rewards or being able to pick a complete suit of ebony armour from a vanquished foe at early levels is important for me - having some sense of being in danger rather than in control is good too :)

In the end it is your vision - and to see another modders vision unfold in your game is pretty cool - so if you want to introduce new creatures, weapons or incredibly cool male clothing go for it :)
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JD FROM HELL
 
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Post » Sat May 28, 2011 9:06 am

I pretty much agree with everything you say Illuminiel. And iv not planned on making any new clothing, may possibly add a couple of creatures, only a couple of sets of armor, which aren't uber, in fact they're far from it.

And i like your point about lore, my mod isn't intended to be a whole new world, but its not going to try and keep in with lore 100%.

And me and Zarnatheron have planned a few twists and turns in the main quests. As mentioned before, there will be 3 main quests. So people who play as multiple different characters/races could follow the story from a different perspective.



Another thing, would anyone be interested in compiling a list of landmass mods that are on the eastern side of morrowind?

I already know that my mod doesnt conflict with TR, but im curious as to what other mods there are that may conflict with Amanita
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Heather Kush
 
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Post » Sat May 28, 2011 4:57 am

Another thing, would anyone be interested in compiling a list of landmass mods that are on the eastern side of morrowind?

I already know that my mod doesnt conflict with TR, but im curious as to what other mods there are that may conflict with Amanita

Have you seen the http://mwmythicmods.com/MAPoMODSbyCyronaut.jpgs?
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Thema
 
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Post » Fri May 27, 2011 7:26 pm

Yeah ive sen that, but i remember hearing it was quite outdated. I may be wrong ofcourse, are all those mods the most popular or something?

Cos i want to make sure my mod doesnt conflict as much as possible

http://i319.photobucket.com/albums/mm449/DDevilMonkey_666/MAPoMODS.jpg
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Phoenix Draven
 
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Post » Sat May 28, 2011 2:57 am

OK, as some of you may know i am working on a quest orientated mod with Zarnatheron.

And i was curious as to what people were more interested in in a mod such as this. Things like new statics, new weapons, armor, creatures or anything else.

So please, let me know what your all interested in, and what would make you download such a mod. :)


Story driven. Weapons, armor, bang, whiz, what, are all good. But I usually d-load quest mods like I buy a good book.

What is the project? I would like to check into it.
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Rachie Stout
 
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Post » Sat May 28, 2011 8:12 am

Yeah ive sen that, but i remember hearing it was quite outdated. I may be wrong ofcourse, are all those mods the most popular or something?

Cos i want to make sure my mod doesnt conflict as much as possible

http://i319.photobucket.com/albums/mm449/DDevilMonkey_666/MAPoMODS.jpg


Good pic of where mods are located - the Inner Sea and Sea of Ghosts have become quite crowded :)

To be honest it's pretty hard to put a mod down anywhere on Vvardenfell that hasn't previously been modded - I remember seraching the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6000 for ages before coming to a conclusion that if anyone wants to download my mod then they won't care about a conflict in the area - in the end you just need to be brave and trust that your content is what players want to see or at least is what you are happy with

From the sounds of things if you are just looking at building the landmass then you might be another 2 years in the making? Any new players at that time won't know about old mods in the area - old players may want to try something new :shrug:
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Claudia Cook
 
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