ARE THERE REALLY ONLY 5 KINDS OF QUESTS?
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Think of it this way, there are 5 elements of quest that you must combine to form the compound that is a quest-arch for your player.
The player might be told to seek out an item, like a piece of paper, but then find that this piece of paper has been destroyed, and the only person who remembers what was on it is an NPC they must now escort to a location. When the player returns with the NPC, the player is attacked by the people who sent her to recover the paper.
It becomes a defend/kill the monster quest at that point.
And there are more quest elements, and you can create more complex compounds by mixing different quest-archs together.
The player might be told to seek out an item, like a piece of paper, but then find that this piece of paper has been destroyed, and the only person who remembers what was on it is an NPC they must now escort to a location. When the player returns with the NPC, the player is attacked by the people who sent her to recover the paper.
It becomes a defend/kill the monster quest at that point.
And there are more quest elements, and you can create more complex compounds by mixing different quest-archs together.
I don't know whether you guys agree, but I am letting Wikipedia be the tie-breaker in this one:
http://en.wikipedia.org/wiki/Quest_(Gaming)
http://en.wikipedia.org/wiki/Quest_(Gaming)
What about survive quests? You know, the ones that tell you to avoid dying for three minutes. Although I see these more in tactics-based RPGs than in your traditional RPG.
I'm a fan of the run away quests. Where something is just too big and bad for you to handle, you have to escape it or die. It ends up chasing you to a certain point where you either fail big time or succeed in escaping.
I guess that could be useful for concluding a quest, for example a fetch quest where you're told to find a relic and when you do a monster chases you out. But as a quest on it's own I dunno how it would be set up.
In response for Nullmech I guess you could make an endurance quest like one for a Gladiator/Arena quest where you're graded on how many enemies you dispatch before eventually falling.
In response for Nullmech I guess you could make an endurance quest like one for a Gladiator/Arena quest where you're graded on how many enemies you dispatch before eventually falling.
Funny WoW was brought up because many people complain that every quest were the same but fell under 5 separate templates. Though the real reasons these complaints were made is because it was very obvious that they were under a template, mission objectives or w/e they're called, that were at the bottom of the quest page, would say exactly what you had to do, in a quest generation manner.
Good RPGs (especially single player since the online isn't there to destroy any good narrative) tend to disguise their quests really well so that the player is not seeing any signs of repetition. Things like WRITING really help prevent that.
Good RPGs (especially single player since the online isn't there to destroy any good narrative) tend to disguise their quests really well so that the player is not seeing any signs of repetition. Things like WRITING really help prevent that.



















