rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
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
what do you think jarlfrank was discussing?Oh you're talking about the minimap turn in, why? That's very different from quest markersAnd another person
go back and read his post.
what do you think jarlfrank was discussing?Oh you're talking about the minimap turn in, why? That's very different from quest markersAnd another person
There were already several quests with incorrect instructions. And don't even try to pull that "unreliable quest giver" excuse. If you suspect someone in real life has given you bad directions, you can confront them about it or get a second opinion from someone else. Morrowind's quest journal was panned at release. That's why subsequent titles reworked the system. Hell, that's why Tribunal tweaked it.
I see a compass as different from the wow minimap cuz one has infinite range and one is pretty short, but I see what you mean, you were right in that case haha. Just a miscommunicationwhat do you think jarlfrank was discussing?
Joined: Tuesday.Oh boy, this forum really isn't ready for my take on why C&C is the poor man's systemic gameplay.While true, there is a deeper problem with C&C: their meaninglessness, which stems directly from the fact that every interaction is hand-crafted. With the emergent design much more is possible with much less direct effort towards organizing specific outcomes and this is the kind of actual C&C that respects player's choices and actions more.
MW directions are a mixed bag. Some of them are great, some of them are unintentionally horrible, and some are intentionally bad. The examples in your post are the latter two categories. It's good fun when the descriptions aren't horribad, and considering how rushed mw development was, I'm willing to say it shows that directions are a good way of doing it, but it requires quality control.no way, morrowind is a perfectly designed game that would never give you vague directions that cause you to wander around randomly until you stumble upon the location
I'm not even going to research when quest markers first emerged (probably some MMO), this is the easiest to explain as I think I have in this thread already. Not only are they a convenience feature but large scale games with hundreds of quests have to have them. They're a developer convenience as much a player convenience. If playtesting reveals that you should change the location of an object, that requires tracking down every reference to that object at rewriting/rerecording/redoing art assets for it. This becomes unmanageable at scale. If a quest marker is bound to the item location, devs can freely move things around without that worry.
There were already several quests with incorrect instructions. And don't even try to pull that "unreliable quest giver" excuse. If you suspect someone in real life has given you bad directions, you can confront them about it or get a second opinion from someone else. Morrowind's quest journal was panned at release. That's why subsequent titles reworked the system. Hell, that's why Tribunal tweaked it.
no way, morrowind is a perfectly designed game that would never give you vague directions that cause you to wander around randomly until you stumble upon the location
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This is false. Morrowind had more quests than Oblivion as far as I can see, and it handled it well without quest marks. In fact it seems MW had 483There were already several quests with incorrect instructions. And don't even try to pull that "unreliable quest giver" excuse. If you suspect someone in real life has given you bad directions, you can confront them about it or get a second opinion from someone else. Morrowind's quest journal was panned at release. That's why subsequent titles reworked the system. Hell, that's why Tribunal tweaked it.Hence me listing the number of quests in Morrowind and Oblivion.
You guys act like every convenience feature ruins a game. No, you're just comfortable with the ones you grew up with. I could just as easily claim an in-game map "dumbs down" challenge and immersion for the sake of convenience. Maps were actually pretty rare and difficult to obtain in preindustrial societies
If only there was a way to express something that is both south and west or both north and west.There were already several quests with incorrect instructions. And don't even try to pull that "unreliable quest giver" excuse. If you suspect someone in real life has given you bad directions, you can confront them about it or get a second opinion from someone else. Morrowind's quest journal was panned at release. That's why subsequent titles reworked the system. Hell, that's why Tribunal tweaked it.
no way, morrowind is a perfectly designed game that would never give you vague directions that cause you to wander around randomly until you stumble upon the location
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Yes, that location is west of both Caldera and Ald'Ruhn. The written directions explicitly state that he lives "in the middle of nowhere" so of course it wouldn't be the easiest place to find. It is somewhat northwest of Caldera, but way more west than north. It is pretty much straight southwest from Ald'Ruhn, but you could conclude that yourself from "west of Caldera" and "west of Ald'Ruhn".
If you follow the western road from Caldera pretty much straight ahead, you will walk straight into the hut. It's near a fucking road. Even someone who doesn't explore the wilderness and only follows roads will find it.
I don't think it's the technology that's the problem. The problem is people don't try to push in this direction, because they are so used to hand-crafted approach that they can't imagine more systemic approach (and/or aren't competent enough to pull it off). It takes one game/developer to come up with a novel idea and then suddenly the market explodes with copycats, because everyone and their mother want this kind of game. But it takes that one visionnaire to start the avalanche, otherwise it remains a wasteland.Systemic gameplay is lovely and all, but the technology is not yet there to systematize non-combat interactions with a single npc, let alone dozens or hundreds, or countries. Until then hardcoded C&C is what we've got, and it's better than nothing.
Dark Souls has landmarks and it isn't exactly an open world, where you can get lost and not progress. All you have to do is push forward and you will get somewhere eventually, because every road leads to the end. Also, NPCs drop hints.If quest markers are so necessary how did anyone complete Dark Souls?
Good post, I don't like quest compasses but I like to see anti-morrowind opinionsHalf a dozen quests out of the 400 or so in the game have vague or incorrect directions. Sounds like a good enough reason to remove directions entirely and instead lead players by the nose every step of the way.
Good post, I don't like quest compasses but I like to see anti-morrowind opinionsHalf a dozen quests out of the 400 or so in the game have vague or incorrect directions. Sounds like a good enough reason to remove directions entirely and instead lead players by the nose every step of the way.
Imagine entering a thread specifically for shitting on Morrowind and getting upset that people are doing just that.Good post, I don't like quest compasses but I like to see anti-morrowind opinionsHalf a dozen quests out of the 400 or so in the game have vague or incorrect directions. Sounds like a good enough reason to remove directions entirely and instead lead players by the nose every step of the way.
Either you are autistic or you're trolling.
I don't think it's the technology that's the problem. The problem is people don't try to push in this direction, because they are so used to hand-crafted approach that they can't imagine more systemic approach (and/or aren't competent enough to pull it off). It takes one game/developer to come up with a novel idea and then suddenly the market explodes with copycats, because everyone and their mother want this kind of game. But it takes that one visionnaire to start the avalanche, otherwise it remains a wasteland.Systemic gameplay is lovely and all, but the technology is not yet there to systematize non-combat interactions with a single npc, let alone dozens or hundreds, or countries. Until then hardcoded C&C is what we've got, and it's better than nothing.
...clearly it is? Morrowind got directions wrong at least a few times and its overall development was far more chaotic than later games. This just demonstrates to me that you don't have much experience with large collaborative projects. At my job, if I want to refactor a function signature or change a variable type, I have to track down every usage of that function/variable and change it with possible cascading implications. If someone else imports my code that I don't know about, the problem gets even worse. Even if I manage to track down and fix everything, that stole a lot of development time I could have spent working on other features.Changing a few lines of dialog or journal entries if you change an object's location shouldn't be a problem.
...this explains so many of Codex's strange opinions on game design. Every game out there worth a damn changes and tweaks things during the alpha/beta. That's the whole point of an alpha/beta. You don't know if a feature or level will feel satisfying until you've played it. You don't know if the mechanics are communicated clearly or if the challenge is calibrated correctly unless you have someone else play it. Like say you put an early quest item at the end of a dungeon that turns out to be one of the most elaborate ones in the entire game once the level designers are through with it. You decide you'd like to save that dungeon for a more climactic moment later on. So you decide you need to move the item to a completely different dungeon somewhere else on the map. Or maybe you actually like the location of the quest item is close to the starting town and you want to swap two entire dungeons. Point is, yes games change during development and its vital there be some flexibility to work with.I don't even see any situation where changing a quest item's location during the alpha or beta testing stage would be required
Because Dark Souls doesn't attempt to be a simulated open world. It's a Metroidvania. The search horizon is much narrower and the leading indicators are inherently baked into the level design. As mentioned, the devs will tweak levels based on playtesting feedback often adding in environmental clues to subtly guide the player. Can't really do that in an open world (although BotW attempts) because the player might approach from any direction and run through encounters in any order.If quest markers are so necessary how did anyone complete Dark Souls?
This is just a hack for indies to create a larger game than they have the budget for. It can actually work if the base systems are intriguing enough. Minecraft took the world by storm. Practically every building sim and strategy game out there is built around systems that create fun emergent moments. But designing intriguing systems that produce dozens of hours of engaging content is arguably even trickier than writing a compelling narrative.Considering how lame your average procedurally generated game is (look at the massive flood of roguelikes and roguelikes where all levels feel the same because they're randomly generated) I don't have much hope in procedural generation as a whole.
youtube tutorialsIf quest markers are so necessary how did anyone complete Dark Souls?
Games are cihpping away at it slowly. I'd say every great one will pick one or two areas to push systemic design and fallback on blunt C&C everywhere they need to abstract a system but don't have the budget/technology to accomplish. And appreciating these achievements is often one of the biggest wedges between Codex and general reception from other reviewers. Yes, it's often useful to have a sobering reminder that just because a game attempted an ambitious system doesn't mean it panned out. But often these systems do create novel and fun gameplay experiences and Codex gets curmudgeonly because you can't skip a set piece moment with a charisma check.Systemic gameplay is lovely and all, but the technology is not yet there to systematize non-combat interactions with a single npc, let alone dozens or hundreds, or countries. Until then hardcoded C&C is what we've got, and it's better than nothing.
...this explains so many of Codex's strange opinions on game design. Every game out there worth a damn changes and tweaks things during the alpha/beta. That's the whole point of an alpha/beta. You don't know if a feature or level will feel satisfying until you've played it. You don't know if the mechanics are communicated clearly or if the challenge is calibrated correctly unless you have someone else play it. Like say you put an early quest item at the end of a dungeon that turns out to be one of the most elaborate ones in the entire game once the level designers are through with it. You decide you'd like to save that dungeon for a more climactic moment later on. So you decide you need to move the item to a completely different dungeon somewhere else on the map. Or maybe you actually like the location of the quest item is close to the starting town and you want to swap two entire dungeons. Point is, yes games change during development and its vital there be some flexibility to work with.I don't even see any situation where changing a quest item's location during the alpha or beta testing stage would be required