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12 Human Rogue
What are the particular aspects of a quest that are most appealing to you? Is it how the quest is intertwined with the story, or the story that it creates itself? Or maybe it's the task (or tasks) that you are asked to do that makes the quest great and memorable. I'm curious what peoples' opinions are as this is a subject I've been thinking on quite a bit since Skyrim and as I wait for D3.
For me, there are a couple of quest characteristics that "do it" for me. First, I love to be able to choose how to solve a quest. I'm not talking about choosing the outcome, but choosing how I want to solve the tasks I need to complete in order to finish the quest. Think of games like Deus X where you have the option to kill everyone, complete missions in stealth, or find alternate routes.
Another quest characteristic I like comes from Aion. I liked the large end game "raid" dungeon (though I forget the name) because of the fact that you could complete it in a number of ways, and that there was a type of competition that went with it. I hated the fact that you needed to sit there for 3 hours in order to do the dungeon/quest, but I liked the idea of working on a strategy with a team and how endgame equipment was put to good use towards that endeavor.
So, what are your quest characteristics that you love or enjoy?
85 Gnome Mage
The most impressively designed games usually have quests or missions or whatever guided gameplay there is that can be completed in more than one way, preferably in a whole number of ways.
I also like quests where what I'm doing in the quest is tied into a compelling narrative. I also would prefer that along with this, the quest's content is uniquely tailored to its story rather than just a generic quest like "gather x toad eyeballs (but not all toads have eyeballs)." Usually, however, that's a little to much to ask for.
Oh yeah... I like unique quests, and by that I mean unique but difficult quests. I don't mean ones that are just trivial little tasks like putting the magic orb in the urn and watching a scripted sequence. Hey, there's nothing wrong with the occasional super-easy quest with a scripted sequence, but that alone doesn't make for great quest variety when 90% of quests are of the "kill x zombies" or "gather x poops" types.
Edited by Wenry on 2/1/2012 9:57 PM PST
I think it's a combination of things. There has to be substance, for sure. That's the framework. There also has to be a way to empathize with the pro/antagonists in the quest. Maybe through dialogue, maybe through back-story. I also like it when there's a sense of pressure via time limit, or an objective to protect. Basically, anything that creates/builds tension and excitement makes a truly good quest.
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