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Default Re-Evolution of Quest/Mission design

December 8th, 2012, 21:29
Its really a pleasure discussing topics on here, especially with Ghan, such a thoughtful conversationalist.
Now, it would be much easier for Bethesda to implement quests with multiple solution paths then Iron Tower. Iron Tower has three people total working on their project, One Designer, One artist, and one programmer. Bethesda has about 100, at least. If Bethesda diverted just 3% of their resources, 3 people at the most, to work on higher quality quest/mission content, the game would be way more interesting. Take 3% effort from making generic dull design and modelling of dungeons, caves, and items, and use ot make just 10-15 sidequests, 10 hrs. or so of really interesting variable path/solution missions. And, you can even add about 5 hours of variable path solutions to the main quest. There, thats basucally what they need to make the quests trully memorable, and not just a passive experience easily forgotten on a few years.
A person can easily remember most of Fallout 1,2,NV, KOTOR, Planescape, and Arcanum's quest even a decade later. Thats the one component that would make the Elder Scrolls much much better.
In fact, give me two other people and I can do this. It is this reason such mods as Nehrim for Oblivion are vast imprvements.

Originally Posted by GhanBuriGhan View Post
I agree that quest design could and should always move forward. Although I would say there is a number of quests in each recent TES that certainly go beyond the kill the foozle trope. However, one should also be aware that designing branched, multi-solution-multi-resolution quests is hard. I see this very well in the development of my favorite indie RPG project, Age of Decadence: That game is basically nothing but branched narrative (and a TB combat system) - and they learned the hard way how much work that is. And in a fully open large world with very open character development, like TES it must be even worse. Ultimately I think games like TES should rather keep developing the simulation aspect and focus on emergent gameplay and emergent narrative.
That said, FO-NV shows what is feasible, and it certainly would be nice if TES designers work even harder to develop their writing for future titles.

To sum it up, I feel our space program ended up like this. "It's one small step for man. One giant leap for man kind. Oops I fell on my butt after that leap and can't get up anymore."
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