It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
IwubCheeze: It's even stupider when the quest giver lost something, you accept the quest and the item is marked on the map. I don't really blame the devs for this though, I blame certain gamers who have a hard time growing up. You know, the ones likely to say "Wahhh!!! This game is stupid because I haven't found XYZ item yet, you made it too hard. I hate you devs, I hate the game and I'm never going to buy any games from you again. Now excuse me while I post the same rant on other forums and sulk the rest of the day"
avatar
HereForTheBeer: Maybe some game does this already but I haven't seen it:

For a game that uses quest markers, it would be interesting - for the general location quests, not "Go to the Pink Dragon Inn" - if you first get just a pie slice on your map, showing general direction. Then as you head on your way and talk to people and pick up more tidbits of info, the slice narrows to give a much more specific direction. And then maybe eventually, talking to a local will finally turn that pie slice into a quest marker, since he or she might presumably know where that nearby cave is found.
I feel like i've sort of seen this before, but i can't place it. Realistically, though, this would turn into "mandatory information gathering," and you'd have to find enough NPCs to continue the quest, which could become a royal pain in the bottom. and it would become obnoxiously formulaic: they'd have to write quests that always require information from 5 NPCs or something like that, which could lead to some really obscure things (why does everyone know about who Jane has a crush on, if she's trying to keep her sexuality secret?) or quests just not done 'cause they would be too weird to fill the NPC requirements.
Post edited November 14, 2018 by kohlrak
avatar
mtalsi: MMO grind does not add value to PC gaming. If only mundane tasks where the BG era!
avatar
dtgreene: Actually, this sort of thing is appropriate if the game is meant to focus on that. In particular, that's the main reason I occasionally like to replay Dragon Warrior 1 on the NES (not the remake, as that drastically increased XP and GP rewards).

It's only when content is gated behind such "grind" that it becomes a problem.

Keep in mind that games like Cookie Clicker (in which the whole point of the game is to increase a number to the point where you get less familiar number names like "octilion" (= 10^27)) exist and can be quite fun.

avatar
foxworks: A lot of good points raised. As an adventure gamer I've found the "needless" back and fourth or backtracking to locations to get this item for that object. Just having played Monkey Island 2 SE, it was a grindfest having to travel the three islands to get items you needed to complete quests. The devs even commented it was their design to increase the game's length. I didn't mind it so much back in '91 but today, it was overkill.
avatar
dtgreene: Would you rather have a game that would not let you backtrack at all, causing you to be permanently stuck if you miss that item? (Some games actually did this.)

Incidentally, this sort of mandatory backtracking can make speedrun routing more interesting, as your goal is then to find a route through the game that minimizes the amount of backtracking required.
Oh yes, I've played a bit of those get-stuck-you-better-have-saved-earlier games. If I had to pick between the two, sure, I'd take backtracking. Though, I'm pretty sure speed running would be challenging since you're required to backtrack and things can't get picked up unless a speech dialogue tree is available so doing things "out of order" is near impossible. Feels like a lazy way to lengthen a game.
avatar
HereForTheBeer: Maybe some game does this already but I haven't seen it:

For a game that uses quest markers, it would be interesting - for the general location quests, not "Go to the Pink Dragon Inn" - if you first get just a pie slice on your map, showing general direction. Then as you head on your way and talk to people and pick up more tidbits of info, the slice narrows to give a much more specific direction. And then maybe eventually, talking to a local will finally turn that pie slice into a quest marker, since he or she might presumably know where that nearby cave is found.
avatar
kohlrak: I feel like i've sort of seen this before, but i can't place it. Realistically, though, this would turn into "mandatory information gathering," and you'd have to find enough NPCs to continue the quest, which could become a royal pain in the bottom. and it would become obnoxiously formulaic: they'd have to write quests that always require information from 5 NPCs or something like that, which could lead to some really obscure things (why does everyone know about who Jane has a crush on, if she's trying to keep her sexuality secret?) or quests just not done 'cause they would be too weird to fill the NPC requirements.
They wouldn't necessarily have to do that. You could still find the place on your own, without the follow-on hints, and you wouldn't have to get every hint in order for the quest location to trigger - it would trigger when the quest is given, and there are NPCs out there with further hints should you choose to talk to them. Or you could try to find it on your own, without talking to anybody else about it. It wouldn't have to be a mechanic for all quests, either. Also, maybe some would never turn into a specific marker (there's this roving band of Ogres...), and the game could let you know which are which, maybe by color of the quest indicator.

But hey, if you're going to have markers, why not mix it up a little instead of always giving the player X Marks The Spot?

Anyway, just thought it could add some flavor to the whole quest marker thing.
avatar
kohlrak: I feel like i've sort of seen this before, but i can't place it. Realistically, though, this would turn into "mandatory information gathering," and you'd have to find enough NPCs to continue the quest, which could become a royal pain in the bottom. and it would become obnoxiously formulaic: they'd have to write quests that always require information from 5 NPCs or something like that, which could lead to some really obscure things (why does everyone know about who Jane has a crush on, if she's trying to keep her sexuality secret?) or quests just not done 'cause they would be too weird to fill the NPC requirements.
avatar
HereForTheBeer: They wouldn't necessarily have to do that. You could still find the place on your own, without the follow-on hints, and you wouldn't have to get every hint in order for the quest location to trigger - it would trigger when the quest is given, and there are NPCs out there with further hints should you choose to talk to them. Or you could try to find it on your own, without talking to anybody else about it. It wouldn't have to be a mechanic for all quests, either. Also, maybe some would never turn into a specific marker (there's this roving band of Ogres...), and the game could let you know which are which, maybe by color of the quest indicator.

But hey, if you're going to have markers, why not mix it up a little instead of always giving the player X Marks The Spot?

Anyway, just thought it could add some flavor to the whole quest marker thing.
Maybe, but i'm trying to conceptualize how the managers would make it upon hearing the suggestion.
avatar
HereForTheBeer: They wouldn't necessarily have to do that. You could still find the place on your own, without the follow-on hints, and you wouldn't have to get every hint in order for the quest location to trigger - it would trigger when the quest is given, and there are NPCs out there with further hints should you choose to talk to them. Or you could try to find it on your own, without talking to anybody else about it. It wouldn't have to be a mechanic for all quests, either. Also, maybe some would never turn into a specific marker (there's this roving band of Ogres...), and the game could let you know which are which, maybe by color of the quest indicator.

But hey, if you're going to have markers, why not mix it up a little instead of always giving the player X Marks The Spot?

Anyway, just thought it could add some flavor to the whole quest marker thing.
avatar
kohlrak: Maybe, but i'm trying to conceptualize how the managers would make it upon hearing the suggestion.
That's their problem. ; )

Maybe I'll start a thread about quest markers... later.
avatar
kohlrak: Maybe, but i'm trying to conceptualize how the managers would make it upon hearing the suggestion.
avatar
HereForTheBeer: That's their problem. ; )

Maybe I'll start a thread about quest markers... later.
No, it's your problem. You'll be the one buying the game only to find out how horrid it is. XD
avatar
HereForTheBeer: That's their problem. ; )

Maybe I'll start a thread about quest markers... later.
avatar
kohlrak: No, it's your problem. You'll be the one buying the game only to find out how horrid it is. XD
Oooo, BURN!!

Haha. : )