Vlajdermen
Arcane
Ever since the top 101 came out, this particular aspect of RPGs has been on my mind. It's usually the main point of praise for Oblivion, and I've said it myself that it's the best part of Underrail. I didn't elaborate much because I didn't know how to explain the difference between good and bad quest design, but after pondering on it, I've come up with some general guidelines.
Bottom line: when playing an RPG, you should frequently get a sense of missed opportunity that'll motivate you to try a different build on your next playthrough.
It's never just "go there and kill 20 kobolds".
This point isn't about Underrail specifically, it's about how quests should ocasionally put an interesting spin on the mechanics, UR is just the best example to my knowledge.
Anything I missed? How else would you define good quest design?
- Interact with the game world
- Have different difficulty and outcomes for different builds
Bottom line: when playing an RPG, you should frequently get a sense of missed opportunity that'll motivate you to try a different build on your next playthrough.
- Escalate in complexity
It's never just "go there and kill 20 kobolds".
- Surprise the player
This point isn't about Underrail specifically, it's about how quests should ocasionally put an interesting spin on the mechanics, UR is just the best example to my knowledge.
Anything I missed? How else would you define good quest design?