So let's say you're making your dream RPG.
How do you fill your game with content? Quests are almost always:
- a chore you don't want to bother with
- as a roleplayer, your character would almost always be like "why me? you go fucking do it, I don't wanna", so there's no reason why he'd do random shit for random strangers
- have a mundane, boring premise, and you doing the quest in-game is usually mind numbingly easy, and if you don't stimulate the player, he'll just quit
Possibilities to fix them?
- Make the quest a puzzle. Ok, but you can't do it often, and puzzles are either too easy to solve, or you can't solve it at all. So that's a bad choice.
- Make it an assassination quest. That's fun, but you can't do it too many times.
- Anything else?
So the conclusion I must draw is that quests must go.
But what do you fill the game with, then? Filler combat is even more boring than quests. And there's nothing else.
How do you fill your game with content? Quests are almost always:
- a chore you don't want to bother with
- as a roleplayer, your character would almost always be like "why me? you go fucking do it, I don't wanna", so there's no reason why he'd do random shit for random strangers
- have a mundane, boring premise, and you doing the quest in-game is usually mind numbingly easy, and if you don't stimulate the player, he'll just quit
Possibilities to fix them?
- Make the quest a puzzle. Ok, but you can't do it often, and puzzles are either too easy to solve, or you can't solve it at all. So that's a bad choice.
- Make it an assassination quest. That's fun, but you can't do it too many times.
- Anything else?
So the conclusion I must draw is that quests must go.
But what do you fill the game with, then? Filler combat is even more boring than quests. And there's nothing else.