XENOBLADE / OLD MMO STYLE QUESTS
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How do you guys feel about these types of quests? Quests that are just simple "Kill 10 Dudes" or "Collect 20 Bear Asses" and the like. They have simple objectives and little to no story. I was thinking about using them in my game, here are some pros and cons I came up with:
PROS
CONS
So what would you guys prefer?
PROS
- They are relatively easy to make, compared to a sidequest that might need it's own dungeon and special characters or something. It also means I can add a lot of them without too much effort.
- I'm planning on using touch encounters, and these types of quests give the player some encouragement to kill at least X monsters on a given map, making it easier to tune EXP.
- In my opinion, they're more fun than just grinding random mobs if the player wants to grind.
CONS
- They can become very boring and bland very fast. Many players may avoid them on principle. It can leave the party underpowered if they avoid all of them.
- They tend to not be very memorable.
- The player may feel like they're a chore to do. If their party ends up to underpowered due to skipping too many encounters they might just quit instead of completing quests.
So what would you guys prefer?
I don't know about quests that ask to "Collect 10 Wolf Pelts", or whatever. However, if you tell me that Planet Priox is contracting work to eliminate pirates, I'm aaaaaaaaaaallllll over that jank.
I find the generic quests to be a million times more tolerable earlier in the game while the plot and characters are still undeveloped. Especially if I am limited in how many quests I can have at one time.
But I can't stand when I'm told to find 10 California Sunrises, only to find out they are in a hidden cave that can only be accessed by piloting a mech into it that I don't obtain until more than half way into the plot.
But I can't stand when I'm told to find 10 California Sunrises, only to find out they are in a hidden cave that can only be accessed by piloting a mech into it that I don't obtain until more than half way into the plot.
Idk if this is a total binary to have it or not thing, more like a how well to integrate it (since you're open to it). Because they do work in just about any open world game/mainstream mmo and it's effective to have clear mini goals. It mostly depends whether or not the quests are easily completable on the way through the main story and you might as well top off the 6/8 bears to kill to get the extra exp....while you're here. But like any other optional/completionist thing it can get overboard if there's too many sidequests or they're obscure/out of the way.
There's a focused approach I can imagine where you have maybe 3 quests per story beat and 1 of them is giving you an excuse to explore the map/dungeon a little more thoroughly, while the rest are kind of what you'd probably do anyway.
The other is that there's a giant mission board that piles up half way through the game and it's a completionist's gourmet delight and you really want to inflate the optional playtime of the game. Might even be the selling point. It might lose someone like me but there are people out there that do not mind putting on a podcast and just grinding it. There's probably a lot of them given how popular open world games and achievements are.
Though more importantly, do you need to turn in the quest to a certain NPC or can you turn it on the spot. Is there a map/indicator that tells you where the nearest objective is? The more streamlined the less of a hassle it's going to be, but it's also important for the player to know in advance how much of a hassle it'll be.
There's also quest pacing to consider, if you have 10 kill quests in a row it's going to affect the enjoyment regardless if you love grinding or not. When you think about it the main story of any given RPG is a series of quests, it's just disguised better and typically has a lot of variety and cutscenes to break up the pace. If you have some optional quests that feel like a "treat" like say a really easy mini-game or literally just "go here and trigger a cutscene" that's relatively easy to make, then just the fact that it feels different is enough to break the monotony. There's an alright article written on this very subject.
There's a focused approach I can imagine where you have maybe 3 quests per story beat and 1 of them is giving you an excuse to explore the map/dungeon a little more thoroughly, while the rest are kind of what you'd probably do anyway.
The other is that there's a giant mission board that piles up half way through the game and it's a completionist's gourmet delight and you really want to inflate the optional playtime of the game. Might even be the selling point. It might lose someone like me but there are people out there that do not mind putting on a podcast and just grinding it. There's probably a lot of them given how popular open world games and achievements are.
Though more importantly, do you need to turn in the quest to a certain NPC or can you turn it on the spot. Is there a map/indicator that tells you where the nearest objective is? The more streamlined the less of a hassle it's going to be, but it's also important for the player to know in advance how much of a hassle it'll be.
There's also quest pacing to consider, if you have 10 kill quests in a row it's going to affect the enjoyment regardless if you love grinding or not. When you think about it the main story of any given RPG is a series of quests, it's just disguised better and typically has a lot of variety and cutscenes to break up the pace. If you have some optional quests that feel like a "treat" like say a really easy mini-game or literally just "go here and trigger a cutscene" that's relatively easy to make, then just the fact that it feels different is enough to break the monotony. There's an alright article written on this very subject.
I generally don't mind them if they're infrequent and something that I can do as I'm working on more story-relevant quests. Like if I'm working on getting through a cave to the next area and someone is like "Hey can you kill 5 snuffleupagus on the way" then that's usually fine.
Sidequests as a whole are all a matter of how you present them. Yakuza games, for example, always have some sort of fun storyline to go along the more mundane sidequests so they're always super fun to do. But a lot of the time other games' sidequests feel disconnected from the world the game is trying to build... Heck, I'll never forget starting up Final Fantasy 15 and the first thing it did was plop me in the desert to kill a dozen scorpions just because they were a nuisance in the area. Why should I care?
Also I wouldnt even call them Old MMO quests 'cause AAA games are still padding the hell out of these.
Sidequests as a whole are all a matter of how you present them. Yakuza games, for example, always have some sort of fun storyline to go along the more mundane sidequests so they're always super fun to do. But a lot of the time other games' sidequests feel disconnected from the world the game is trying to build... Heck, I'll never forget starting up Final Fantasy 15 and the first thing it did was plop me in the desert to kill a dozen scorpions just because they were a nuisance in the area. Why should I care?
Also I wouldnt even call them Old MMO quests 'cause AAA games are still padding the hell out of these.
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