What type of quests do you want to see in Skyrim?

Post » Fri Jun 24, 2011 12:36 pm

I've played vanilla Morrowind (GOTY), and vanilla Oblivion (GOTY), and heavily modded Oblivion. The main quest for Morrowind and the main quest for Oblivion provided a lot of really unique quests. In Morrowind, you did a few favors in exchange for information, explored ancient burial chambers, and infiltrated the ministry of truth. You strove to fulfill a prophecy, and then you declared war on your enemy before assaulting them with the full force of your godliness. On top of all that, I feel it gave you a very good, satisfying plot line. For Oblivion, I feel like they did a great job with dungeon design. You went to a unique fort, a unique ayleid ruin, and a unique plane of Oblivion to collect four relics. You came to the aid of cities, you infiltrated the enemy organization, and you got to walk around paradise. With the large, 'epic' battles that it threw at you, it felt more like a shock and awe attempt. I left both of them satisfied. Anything that I felt was lacking from Oblivion's main quest was made up for by Shivering Isles. I'm really not quite worried about Skyrim's main quest, and I look forward to experiencing it, and I am confident that it will be unique.

Then comes the other dozens or hundreds of quests that will ship with Skyrim. What sort of quests do you like to see? Oblivion's Fighters Guild offered you numerous opportunities to hack and slash wherever you went. The Mages Guild offered you numerous opportunities to hack and slash wherever you went. The Thieves guild let you steal in some pretty creative ways, and the Dark Brotherhood simply gave you a target, allowing you to do all the rest (yes!). Back in Morrowind, we had guild conflicts, the Mages Guild had you search through Dwemer ruins, the great houses offered political struggles, and the temple sent you to each corner of the island.

I've been writing a quest mod for Skyrim, and I've been letting my creativity flow into my keyboard. I'm trying to strike a balance between violent quests, puzzle-based quests (riddles and the such), and persuasive quests. One of my favorite quests that I've been working out is a murder mystery investigation. The idea is that the host of a party was found dead in his bed, and the house was immediately sealed off so that you know the murderer is among you (inspired by Whodunit?). During your investigation, you must fend for your life while trying to distinguish the innocent from the guilty, as well as trying to understand if you can really trust any of the party-goers. I'm quite pleased with the ideas that I've already put into it, and I feel like it blends deduction, violence, and intrigue in a nice way.

So what is it that you look for in a quest? Feel free to use favorite quests as an example, as well as least favorite quests in order to offer some contrast.

Begin! (Please)
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josie treuberg
 
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Post » Fri Jun 24, 2011 1:30 am

http://www.gamesas.com/index.php?/topic/1202306-quest-idea-i-had-the-slender-man/ would make me happy, thats just a example of a thread i made of other quest ideas that havent been used

i would like to see more grinding quest, like get me 5 wolf tails but just ALITTLE bit more i dont want awhole lot

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Destinyscharm
 
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Post » Fri Jun 24, 2011 12:11 pm

I'd like to see a quest with alternate endings, a time-based quest (which actually fails if you don't do it quick enough) and perhaps a quest based on dialogue which fails if you don't give the right reply.
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Danny Warner
 
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Post » Fri Jun 24, 2011 3:02 pm

I'd like to see quests you can only get depending on what race you are, and what gender you are.
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Gisela Amaya
 
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Post » Fri Jun 24, 2011 1:23 am

Another quest along the lines of Whodunnit because that is one of my most memorable Oblivion experiences.
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Angus Poole
 
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Post » Fri Jun 24, 2011 3:00 am

I've played vanilla Morrowind (GOTY), and vanilla Oblivion (GOTY), and heavily modded Oblivion. The main quest for Morrowind and the main quest for Oblivion provided a lot of really unique quests. In Morrowind, you did a few favors in exchange for information, explored ancient burial chambers, and infiltrated the ministry of truth. You strove to fulfill a prophecy, and then you declared war on your enemy before assaulting them with the full force of your godliness. On top of all that, I feel it gave you a very good, satisfying plot line. For Oblivion, I feel like they did a great job with dungeon design. You went to a unique fort, a unique ayleid ruin, and a unique plane of Oblivion to collect four relics. You came to the aid of cities, you infiltrated the enemy organization, and you got to walk around paradise. With the large, 'epic' battles that it threw at you, it felt more like a shock and awe attempt. I left both of them satisfied. Anything that I felt was lacking from Oblivion's main quest was made up for by Shivering Isles. I'm really not quite worried about Skyrim's main quest, and I look forward to experiencing it, and I am confident that it will be unique.

Then comes the other dozens or hundreds of quests that will ship with Skyrim. What sort of quests do you like to see? Oblivion's Fighters Guild offered you numerous opportunities to hack and slash wherever you went. The Mages Guild offered you numerous opportunities to hack and slash wherever you went. The Thieves guild let you steal in some pretty creative ways, and the Dark Brotherhood simply gave you a target, allowing you to do all the rest (yes!). Back in Morrowind, we had guild conflicts, the Mages Guild had you search through Dwemer ruins, the great houses offered political struggles, and the temple sent you to each corner of the island.

I've been writing a quest mod for Skyrim, and I've been letting my creativity flow into my keyboard. I'm trying to strike a balance between violent quests, puzzle-based quests (riddles and the such), and persuasive quests. One of my favorite quests that I've been working out is a murder mystery investigation. The idea is that the host of a party was found dead in his bed, and the house was immediately sealed off so that you know the murderer is among you (inspired by Whodunit?). During your investigation, you must fend for your life while trying to distinguish the innocent from the guilty, as well as trying to understand if you can really trust any of the party-goers. I'm quite pleased with the ideas that I've already put into it, and I feel like it blends deduction, violence, and intrigue in a nice way.

So what is it that you look for in a quest? Feel free to use favorite quests as an example, as well as least favorite quests in order to offer some contrast.

Begin! (Please)



I want to see 100 quests as rich with compelling characters and dramatic conflict as Whodunit?
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Jennifer May
 
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Post » Fri Jun 24, 2011 3:42 pm

I want to see 100 quests as rich with compelling characters and dramatic conflict as Whodunit?


Whodunit? was a big inspiration for me, as was the mod Integration: The Stranded Light. Whodunit really showed me how quickly you can illustrate the lives of five people, and then the things that can happen once you get the chance to freely interact with them (as in, murder them all however you like). I've made plans for my mod to include a 'good' path and an 'evil' path, and I've given most of the starting quests opportunities for alternative endings. The story itself very well connected, and so I sadly can't allow you to kill every one of the dozens of NPCs that you meet because that would take away from so many rewards in the future. That being said, if you play a full on 'evil' character and a full on 'good' character, then you'll have opportunities to kill pretty much everyone added by the mod (only exceptions I can come up with off the top of my head are daedric princes).

@Hanoeman: I more or less try to stay away from quests that limit you from playing the rest of the game. That being said, there are always consequences to your actions. After you complete one quest, I'll periodically send assassins after you until you either kill a good amount of them, or until you do the next quest. In a few cases, if you progress through certain quests, then I'll warn you that progressing any further will trap you in a certain area for a while (there won't be prompts that warn you, but the situation and the NPCs will).

I'd say the majority of my quests are dialogue-based. A lot of them are just talking to people, figuring out what dialogue options to choose, gathering information, and resolving conflicts. In the 'good' storyline, murder is rarely ever an option, unless your life is in danger, or unless you're up against someone that would try to kill one of your friends. My question is whether people would be comfortable with that. I've got a good number of adventuring, hacking and slashing sort of quests, but they're in the minority. We tend to compain about "Go there, kill this guy, bring back their item," but do you want to see those quests taken out entirely?
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QuinDINGDONGcey
 
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