Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Vapourware What's your favorite quest/mission/etc in a cRPG, and why do you like it?

Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
Flemeth’s Real Grimoire was great too. Pure traditional fantasy involving witches and ancient books which unearth a secret far more terrible than anyone would have thought.

You mean the quest from Origin or something later in the series?

The Origin one titled "Flemeth’s Real Grimoire". Morrigan's main companion quest.

Yeah, I liked that one too. I just remember that her "death" is not final in Origin. Not sure what kind of interactions you have with her later on in the series though.
I can't remember exactly
She saves Hawke at the start of da2
If Morgana has the darkspawn kid, she takes it from her.
She gains control over either the Inquisitor or Morgana's body depending on your choices

Probably more I've forgotten.
Kind of a shame that so few games have the consequences of choices not apparent until entries in the series later.
 

Falksi

Arcane
Joined
Feb 14, 2017
Messages
10,576
Location
Nottingham
Flemeth’s Real Grimoire was great too. Pure traditional fantasy involving witches and ancient books which unearth a secret far more terrible than anyone would have thought.

You mean the quest from Origin or something later in the series?

The Origin one titled "Flemeth’s Real Grimoire". Morrigan's main companion quest.

Yeah, I liked that one too. I just remember that her "death" is not final in Origin. Not sure what kind of interactions you have with her later on in the series though.

She turns up as an awful attempt at a sex symbol in the second. I suffered through both God awful sequels, and to me her story ends (as does the Dragon Age one) in the first game. The rest is all bollocks, and Mike Laidlaw a sellout cunt.
 
Last edited:

Ulysa

Scholar
Joined
Feb 26, 2020
Messages
191
I'll add my vote to BG2 Unseeing Eye Cult, it makes sense, it ends up with a cool twist, great battles.
 
Joined
May 25, 2021
Messages
1,382
Location
The western road to Erromon.
Dead Hand of the Past from Witcher 1 - An optional quest that shouldn't be optional because it's the first introduction of the King of the Wild Hunt who is paramount to understanding the meta narrative and to a lesser extent reclaiming Geralt's lost identity depending on dialogue. Close tie with the Film Noir-esque Vizima Confidential and Leuvaarden's Party in Act III culminating in the attempt on Thaler's life.
The Sword of Ajunta Pall from KotOR - I like hearing about the ancient Sith, how they destroyed themselves as well as hints of the source of their power which remains a mystery. Dicking over Shaardan with the fake sword and witnessing the results was kino.
King Leoric in Diablo - Just a fun fight for low level characters.
Battle of the Shaengarne Bridge in Icewind Dale II - Combat, Combat, epic music combat. Loved all of the lead up in Targos too.
Assembling the astrolabe in the Severed Hand in Icewind Dale - Just a nice big dungeon and it feels good to give the spirits peace in the end. Honorable mention to the competing ambitions of Yxonomei in the Serpent's Eye.
Elisheva's Tomb and the meeting with Mago in Aidyn Chronicles - Cool seeing the cause and effect of a former mage who loses control of his powers and goes mad/ becomes semi-retarded as a result.
Tomb of Ludo Kressh and the reunion with the Jedi masters on Dantooine in KotOR II - Apathy is death and Grandma is very disappointed. Top shelf Storyfag shit in general.

Since MMOs are on the table apparently:
Consulate Docks and Pogahn Passage in Guild Wars: Nightfall - Cool assault/raid on a fortress city. Feels like some scenarios ripped straight out of certain great 70s war films.
 
Last edited:

Funposter

Arcane
Joined
Oct 19, 2018
Messages
1,779
Location
Australia
Meet Sul-Matuul from The Elder Scrolls III: Morrowind

I'm sure this isn't as involved or multi-faceted as some of the other quests listed here, but within the context of Morrowind it's a huge moment for the player as they finally delve into the "unknown world" of the main quest's take on the Hero's Journey format. After spending spending a few hours doing grunt work for the Blades; minor dungeon crawls as favours, collecting reports from informants and soaking in the local culture, it's finally revealed to the player why they've been doing this and what their purpose on Vvardenfell is actually supposed to be. The Emperor believes that the player fulfills the conditions of a local prophecy (that of the Nerevarine), and that it may be the key to solving an impending crisis in the province. Therefore, the player is being sent to meet with the hero cult who champion this prophecy, Sul-Matuul of the Urshilaku, one of the four nomadic Ashlander tribes who inhabit Vvardenfell's remote wastelands.

It really just encapsulates what makes Morrowind special. The trek out to the Urshilaku Camp is fairly significant, either requiring the player to traverse a lengthy foyada (one of the in-land channels created by the eruption of Red Mountain, the island's volcano) which leads into a trek through the ash wastes, or they can choose to circumvent this through a combination of Water Walking and Levitation magic which would take them along the island's northern coast. Once the player finds the camp, it's unfortunately not as simple as just talking to the heads of the cult - Ashlanders have strict customs and are distrustful of, if not outright hostile towards, foreigners. This being the case, the player is required to revert to their knowledge or notes about local culture. They've learned in previous quests that Ashlanders have strict gift-giving customs, and are also prone to ritual challenges and fights to the death if offended. You have a few options here. Speak to any of the Ashlanders wandering the camp and they will reveal that the Urshilaku are not a proud people, and you can convince them with a "thoughtful gift" of Gold, what Westerners call a bribe. Alternatively, you can display humility and go rummaging for some Trama Roots, plants which grow in the Ashlands and have minor magic properties, making them useful in the Wise Women's herbal remedies. Finally, some are simply happy to have food: offer them some Kwama Eggs, part of the staple diet of settled people on Vvardenfell, but something which is not readily available to the Ashlanders due to their Nomadic lifestyle.

Once you have any of these, possibly more than once depending on how likeable your character is, the Ashlanders will instruct you to meet Zabamund, Sul-Matuul's second, if you wish to discuss the Nerevarine Prophecies. Speaking to Zabamund, you must once again convince him at a very basic level to even bother speaking with you - the recommendation from an Ashlander has only ensured that he would not slaughter you for entering his yurt. A bribe is the easiest thing, although you can also convince him to listen with your Speechcraft skill, or any matter of magical thing which makes you more likeable - a potion or an enchanted item which raises your Personality stat, a spell from the Restoration school which does the same thing, or a Charm spell from the Illusion school which temporarily makes the target like you more. Either way, Zabamund will allow you to meet with Sul-Matuul but only under certain conditions:

  • Offer to fight a duel to the death. As long as the player is above Level 6, Zabamund will commend their courage and allow them to pass without a fight, acknowledging that it would potentially end poorly for him.
  • Explain all that you have learnt about the Nerevarine Prophecies and the looming crisis, requiring the player to have a Speechcraft skill higher than 30.
  • Boast of your deeds - this requires the player to have a Speechcraft of 30 or more in order to bluff, or a Reptuation stat of 20 or more, making them famous enough that even Ashlanders have caught wind of their heroic actions.
  • Offer tribute of 200 Gold. After all, the Urshilaku are not a proud people.
Finally, the player can meet the head of the Urshilaku without simply having their head chopped off for entering his yurt without permission. Naturally, Sul-Matuul is distrustful of your intentions upon meeting. You are a foreigner, after all. He decides that to speak about the prophecies, the player must pass an Initiation Rite. They must travel a short distance from the camp, to the Urshilkau's Burial Caverns, and retrieve a magical bow from the wraith of his father, Sul-Senipul.

The Urshilaku Burial Caverns are a great dungeon, filled with fantastic loot that the player likely won't have come close to finding the quality of so far in their journeys, an optional mini-boss guarding extra treasure for those who are paying close attention and exploring every nook and cranny, and some cool enchanted items that will show the player just how powerful magic can be if they were still having any doubts. However, some of this loot will require magic to reach, and the dungeon itself is easier to traverse if the player is capable of Water Walking, Water Breathing, Levitation and has something to light their way; Night Eye and Light spells/potions/scrolls, or just some good old-fashioned Torches. In short, it requires the player to be prepared. There are 7 different sections and 23 enemies within. If the player explores it fully, they will come out perhaps a bit bruised and battered, and perhaps they won't have a single Restore Health potion left. However, they will also have been rewarded with their first pieces of high-end Glass and Ebony armour, a Wizard's Staff, and the unique Glass Claymore, Magebane. This is all in addition to the other miscellaneous, less notable but still valuable loot, contained within. Probably the only downside to the dungeon is that the Wraith of Sul-Senipul isn't much of a boss fight. He has a decent amount of health, but he doesn't do too much damage, especially if the player has discovered and equipped the aforementioned high-end gear.

You return to Sul-Matuul and are finally permitted to speak with the tribe's Wise Woman, Nibani Maesa. This is an incredibly lengthy section of dialogue, to the point where she even offers to just cut to the chase and answer your question of "Do I fulfill the Nerevarine Prophecies", although exploring all of her unique dialogue is well worth it to gain a deeper understanding of the world and your place in it. The answer to your question isn't a simple one though. You are not the Nerevarine, but you maybe become him in future. Prophecy is a tricky thing, and lots of people can meet the basic conditions of one - several have come before you, having met those same basic conditions, and wound up dead while trying to fulfill the rest. For the time being, Nibani offers you some written versions of the prophecies, and you decide to finally make your way back to civilisation in order to report to your superior.


That's a long write-up for something that essentially amounts to "walk through a wasteland for a little bit, talk to some blue-skinned elves, raid a dungeon" but as I said at the beginning of the post, this quest really encapsulates what makes Morrowind special. The lonely trek through a barren, hostile wasteland. The freeform approach to dialogue and convincing people which allows the player to use potentially five different skills (Speechcraft, Illusion, Alchemy, Enchant, Restoration) to convince people due to the interplay of various skills, as well as the rare instance of the vanilla game actually offering skill checks in dialogue - something really only seen in the Main Quest and Imperial Cult questline, as they were both designed by Ken Rolston. The lengthy dungeon crawl full of handplaced loot, always so exciting to a first time player and usually a huge jump in their power level. And finally, the story and dialogue, steeped in prophecy and metaphysics, while simultaneously dealing with mundane problems and concerns. You can't get somebody to reveal the intimate details of a prophecy their people have believed in for hundreds of years if you can't even convince them to give your the time of day. It really just hits every note and contains a little piece of every aspect that makes the game so special.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,687
Location
Perched on a tree
I prefer having a succession of good/great smart quests with multiple approach, like in Prelude to Darkness rather than a memorable one because the other ones are generic.
There's plenty of quests to pick from Prelude, like the investigation in the Academy, the robberies from the Barrier, the monster's hunt in crossing's east, most of the quest involves finding clues here and there with no hand-holding.
Also, the Mayor's investigation in the Barrier leading to a plot twist.

One of my favorite gaming moment is Dark Sun: Shattered Lands beginning.
You start in the arena as a gladiator/slave and there is multiple ways to to escape, gladiator's revolt, secret passage, jump the guards, also, starting with an arena fight (with more to come) jumping straight into action is a great move.


Prelude To Darkness' mad inventor quest is probably my favourite one in any game ever and a delightful parody of fetch quests that plague the genre.

Is that the hermit from the starting village?
I never completed this one.


The Sword of Ajunta Pall from KotOR - I like hearing about the ancient Sith, how they destroyed themselves as well as hints of the source of their power which remains a mystery. Dicking over Shaardan with the fake sword and witnessing the results was kino.
King Leoric in Diablo - Just a fun fight for low level characters.

Good one.
The Crayt Dragon hunt from KotoR 2 is also a memorable moment which concludes the sandmen quest-line, first, diplomacy, and if you manage to not slaughter the whole village, you can set an ambush to the beast to gain their favor.
 

vazha

Arcane
Joined
Aug 24, 2013
Messages
2,063
Prelude To Darkness' mad inventor quest is probably my favourite one in any game ever and a delightful parody of fetch quests that plague the genre.

Is that the hermit from the starting village?
I never completed this one.

I don't think he's a hermit (considering his son is sitting right next to him and constantly reminds him he is a farmer not an inventor), but yeah, starting village, old fart named verugi (the inventor extraordinaire). Sends you to increasingly nonsensical fetch quests, culminating in you having to make a proper choice & consequences decision (one of the "options" includes going full Jarlfrank on his old smelly feet sheesh). I highly recommend finishing it at least once, it's hilarious.
 
Last edited:

Kaivokz

Arcane
Joined
Feb 10, 2015
Messages
1,504
I tend to enjoy overarching missions with lots of freedom and combat or puzzle solving—long dungeon crawls where progression is the main motivation and lore is established by experiencing the world with minimal handholding:

Grimrock II - the mystery of the island, which you can piece together by solving many other smaller mysteries. You even have the option of leaving the island without solving the mystery. Entire dungeons are optional, tons of secrets to find, great atmosphere—the only downfall of the game in my eyes is the poor combat, but since this thread is about quests/missions I would rank GRII near or at the top.

Battle Brothers - I figured this was a bit of a non-answer, so I didn’t list it first. In BB, the gameplay (on ironman) works to create engaging “missions”; the random recruits, high lethality combat, well designed power curve, and character building elements all lend to meaningful encounters. So a generic quest to escort a caravan can turn into the story of how you barely survived being ambushed by a group of teleporting mind-eaters, and the consequences of these small missions are long-lasting. The long term quest, to overcome map-wide crises, is the culmination of all of your smaller encounters—so when you finish a crisis without your company being defeated, it feels like a satisfying conclusion to a personal story, though the game is left open-ended and you are free to retire your company whenever you want.

Other than that, another non-answer is that memorable “missions” for me tend to be dungeons: Dorn’s Deep, Watcher's Keep, the Temple of Elemental Evil, Black Raven Monastery, Severed Hand, etc. where many smaller encounters flesh out a lore and you are progressing deeper in character building, itemization, and the dungeon itself.

I can’t think of many memorable “quests” in the traditional sense, though Kingdom Come had some that were close. Usually if I want to think deeply about something or to experience an engaging story, I will read a book; there’s just no theological or philosophical discussion in a game that will match the works of the best scholars and no story on its own merit that will compete with the best fiction books. So, the best quests for me are ones that rely on gameplay and player experience.
 
Last edited:

zool

Arcane
Joined
Oct 26, 2009
Messages
897
Meet Sul-Matuul from The Elder Scrolls III: Morrowind

I'm sure this isn't as involved or multi-faceted as some of the other quests listed here, but within the context of Morrowind it's a huge moment for the player as they finally delve into the "unknown world" of the main quest's take on the Hero's Journey format. After spending spending a few hours doing grunt work for the Blades; minor dungeon crawls as favours, collecting reports from informants and soaking in the local culture, it's finally revealed to the player why they've been doing this and what their purpose on Vvardenfell is actually supposed to be. The Emperor believes that the player fulfills the conditions of a local prophecy (that of the Nerevarine), and that it may be the key to solving an impending crisis in the province. Therefore, the player is being sent to meet with the hero cult who champion this prophecy, Sul-Matuul of the Urshilaku, one of the four nomadic Ashlander tribes who inhabit Vvardenfell's remote wastelands.

It really just encapsulates what makes Morrowind special. The trek out to the Urshilaku Camp is fairly significant, either requiring the player to traverse a lengthy foyada (one of the in-land channels created by the eruption of Red Mountain, the island's volcano) which leads into a trek through the ash wastes, or they can choose to circumvent this through a combination of Water Walking and Levitation magic which would take them along the island's northern coast. Once the player finds the camp, it's unfortunately not as simple as just talking to the heads of the cult - Ashlanders have strict customs and are distrustful of, if not outright hostile towards, foreigners. This being the case, the player is required to revert to their knowledge or notes about local culture. They've learned in previous quests that Ashlanders have strict gift-giving customs, and are also prone to ritual challenges and fights to the death if offended. You have a few options here. Speak to any of the Ashlanders wandering the camp and they will reveal that the Urshilaku are not a proud people, and you can convince them with a "thoughtful gift" of Gold, what Westerners call a bribe. Alternatively, you can display humility and go rummaging for some Trama Roots, plants which grow in the Ashlands and have minor magic properties, making them useful in the Wise Women's herbal remedies. Finally, some are simply happy to have food: offer them some Kwama Eggs, part of the staple diet of settled people on Vvardenfell, but something which is not readily available to the Ashlanders due to their Nomadic lifestyle.

Once you have any of these, possibly more than once depending on how likeable your character is, the Ashlanders will instruct you to meet Zabamund, Sul-Matuul's second, if you wish to discuss the Nerevarine Prophecies. Speaking to Zabamund, you must once again convince him at a very basic level to even bother speaking with you - the recommendation from an Ashlander has only ensured that he would not slaughter you for entering his yurt. A bribe is the easiest thing, although you can also convince him to listen with your Speechcraft skill, or any matter of magical thing which makes you more likeable - a potion or an enchanted item which raises your Personality stat, a spell from the Restoration school which does the same thing, or a Charm spell from the Illusion school which temporarily makes the target like you more. Either way, Zabamund will allow you to meet with Sul-Matuul but only under certain conditions:

  • Offer to fight a duel to the death. As long as the player is above Level 6, Zabamund will commend their courage and allow them to pass without a fight, acknowledging that it would potentially end poorly for him.
  • Explain all that you have learnt about the Nerevarine Prophecies and the looming crisis, requiring the player to have a Speechcraft skill higher than 30.
  • Boast of your deeds - this requires the player to have a Speechcraft of 30 or more in order to bluff, or a Reptuation stat of 20 or more, making them famous enough that even Ashlanders have caught wind of their heroic actions.
  • Offer tribute of 200 Gold. After all, the Urshilaku are not a proud people.
Finally, the player can meet the head of the Urshilaku without simply having their head chopped off for entering his yurt without permission. Naturally, Sul-Matuul is distrustful of your intentions upon meeting. You are a foreigner, after all. He decides that to speak about the prophecies, the player must pass an Initiation Rite. They must travel a short distance from the camp, to the Urshilkau's Burial Caverns, and retrieve a magical bow from the wraith of his father, Sul-Senipul.

The Urshilaku Burial Caverns are a great dungeon, filled with fantastic loot that the player likely won't have come close to finding the quality of so far in their journeys, an optional mini-boss guarding extra treasure for those who are paying close attention and exploring every nook and cranny, and some cool enchanted items that will show the player just how powerful magic can be if they were still having any doubts. However, some of this loot will require magic to reach, and the dungeon itself is easier to traverse if the player is capable of Water Walking, Water Breathing, Levitation and has something to light their way; Night Eye and Light spells/potions/scrolls, or just some good old-fashioned Torches. In short, it requires the player to be prepared. There are 7 different sections and 23 enemies within. If the player explores it fully, they will come out perhaps a bit bruised and battered, and perhaps they won't have a single Restore Health potion left. However, they will also have been rewarded with their first pieces of high-end Glass and Ebony armour, a Wizard's Staff, and the unique Glass Claymore, Magebane. This is all in addition to the other miscellaneous, less notable but still valuable loot, contained within. Probably the only downside to the dungeon is that the Wraith of Sul-Senipul isn't much of a boss fight. He has a decent amount of health, but he doesn't do too much damage, especially if the player has discovered and equipped the aforementioned high-end gear.

You return to Sul-Matuul and are finally permitted to speak with the tribe's Wise Woman, Nibani Maesa. This is an incredibly lengthy section of dialogue, to the point where she even offers to just cut to the chase and answer your question of "Do I fulfill the Nerevarine Prophecies", although exploring all of her unique dialogue is well worth it to gain a deeper understanding of the world and your place in it. The answer to your question isn't a simple one though. You are not the Nerevarine, but you maybe become him in future. Prophecy is a tricky thing, and lots of people can meet the basic conditions of one - several have come before you, having met those same basic conditions, and wound up dead while trying to fulfill the rest. For the time being, Nibani offers you some written versions of the prophecies, and you decide to finally make your way back to civilisation in order to report to your superior.


That's a long write-up for something that essentially amounts to "walk through a wasteland for a little bit, talk to some blue-skinned elves, raid a dungeon" but as I said at the beginning of the post, this quest really encapsulates what makes Morrowind special. The lonely trek through a barren, hostile wasteland. The freeform approach to dialogue and convincing people which allows the player to use potentially five different skills (Speechcraft, Illusion, Alchemy, Enchant, Restoration) to convince people due to the interplay of various skills, as well as the rare instance of the vanilla game actually offering skill checks in dialogue - something really only seen in the Main Quest and Imperial Cult questline, as they were both designed by Ken Rolston. The lengthy dungeon crawl full of handplaced loot, always so exciting to a first time player and usually a huge jump in their power level. And finally, the story and dialogue, steeped in prophecy and metaphysics, while simultaneously dealing with mundane problems and concerns. You can't get somebody to reveal the intimate details of a prophecy their people have believed in for hundreds of years if you can't even convince them to give your the time of day. It really just hits every note and contains a little piece of every aspect that makes the game so special.

In the same spirit, the walk to the Valley of the Wind was great, and the Cavern of the Incarnate was as awesome - if much smaller of course - than the Urshilaku Burial Caverns.

Damn, the Morrowind MQ was really great.
 

baud

Arcane
Patron
Joined
Dec 11, 2016
Messages
3,992
Location
Septentrion
RPG Wokedex Strap Yourselves In Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
"Paperchase" from Witcher 3 - the one where you try to recover money from the bank account made in your name, but because Geralt has "technically" died before Witcher 1, you need to get the right paperwork to prove that you are indeed who you are. Essentially a boss fight between Geralt and the bureaucratic machine :)

Never played Witcher 3, but looking at videos, the start of that quest is kinda lifted from an old French cartoon (adapted from the Asterix comic strip), even down to the name of the permit. Of course the resolution isn't quite the same
 
Last edited:

Okagron

Prophet
Joined
Mar 22, 2018
Messages
753
Never played Witcher 3, but looking at videos, the start of that quest is kinda lifted from an old French anime (adapted from the Asterix comic strip), even down to the name of the permit. Of course the resolution isn't quite the same
It's a reference to The Twelve Tasks of Asterix movie where task number eight was to find the Permit A38 in "The Place That Sends You Mad". The Blood and Wine expansion takes a lot of inspiration from French culture.
 

Tygrende

Arbiter
Joined
Aug 2, 2017
Messages
872
I liked the trial in Neverwinter Nights 2, definitely a highlight of an otherwise pretty unremarkable campaign. Gathering clues, different witnesses based on your previous choices, tons of skill checks, relations with your companions, it all mattered.
Too bad the outcome didn't matter.
 

Nutria

Arcane
Patron
Joined
Mar 12, 2017
Messages
2,252
Location
한양
Strap Yourselves In
The raubritter quest in Darklands is one of my favorites. Also happens to be the last quest I completed so that's why I remember it.

You're in Germany in the early 1400s. You get the quest from a prince, a mayor, a banker, a local merchant, or even just the leader of a small rural village. There's some asshole who calls himself a knight and he's got his own little 3-story tower and some thugs who work for him. They go out and terrorize the locals and anyone passing by, stealing and killing. So you get hired to put him down. Simple premise.

Where this interesting is all the ways you have to stop him. You can go to his tower and just challenge him and his men to a fight, and if you're strong enough you can beat him. But if you're not, you're going to want to weaken him or come up with some trick. You can get into his castle by acting really naive and asking to be a guest (only works once) or by sneaking in during the night. And once there, you can try to find him and assassinate him in his bedroom or you can try lighting a fire to sow chaos in ranks and force him out.

Or instead of getting into his castle you can ambush his raiding parties out in the countryside. Or you can lay siege to it and force him to send his men out to fight you repeatedly. What makes this even more interesting is that every time you beat his men, he gets weaker, but your own party has probably been wounded and used up resources. So like a real medieval siege, it's a test of endurance to see who has to give up first.

If you look at the data files that come with the game, there's a massive amount of cut content, the most important being a quest like this but it's about a revolution in a city and is about an order of magnitude more complex with a dozen factions (basically every place you can visit in the city) having a role in determining the outcome. But this was extremely optimistic in terms of what could be done then, or even now, considering how much labor would be needed to script, test, and debug.

In hindsight, it's a road not taken. When Todd Howard said "radiant" he meant what MPS was doing in the 1980s-1990s (Sword of the Samurai, Covert Action, Darklands) generating complex quests that follow a certain formula but each one is different enough to be a unique experience. But he lied to us. Arnold Hendrick never lied to us, and that's why I'm gonna use all my remaining DF points to pray for his eternal soul.
 

pickmeister

Learned
Joined
Nov 2, 2021
Messages
391
I'll repeat myself from another thread, but:

I have to tell you one thing, guys. The inquisitorial trial of Johanka in Woman's Lot DLC for Kingdom Come: Deliverance and everything that leads to it is fucking great. Long have I waited for such piece of RPG brilliance. So many elements work together to make this scene believable and engaging - your stats (speech and charisma, even reading), your previous deeds and decisions, the books you've managed to read, conversations you had. Relations you created with certain NPCs. When it all goes into action it is a beauty to behold. An interesting quest culminates in a very well written scene with lots of snarky dialogue, theological debate, moments of genuine comism, but also growing feeling of dread and incoming tragedy.

You have to do a lot of legwork and talking before it even begins - and quest compass does not show you the most important factors, you have to use your brain to save the poor girl's life. During the trial you have many possibilities to influence the proceedings, but some things may happen regardless of your actions - you are not the main actor here. The main actors are the inquisitor (who at least in one ending shows a surprising amount of decency) and the accused woman. Also, every possible outcome is interesting and sad in its own, unique way. You can basically help Johanka save her life - or the sincerity of her convictions. But you can't save both.

Great idea and brilliant realization.
I wish I could say the same but that game overall was a huge disappointment for me.

This particular quest got bugged out for me so hard that I couldn't progress and had to load several hours old save and repeat a significant slog of a game.

When they send you to the mines and you're supposed to speak with someone on the hill above them, there was no one for me. Apparently, it's quite common issue.

And the wandering through the mines was boring as fuck. Who the hell thought it adds anything to the game besides tedium? Reminded me of playing another slavjank many years ago - Vietcong - but there it thematically fits at least.
 

Zlaja

Arcane
Joined
Aug 17, 2006
Messages
5,723
Location
Swedex
Becoming a pornstar in Fallout 2 was pretty lulzy. Sure, it screws up the immersion aspect, but then again so do many other things featured in the game.

Arnold Swollenmember

I also found a new appreciation for quests like "find Caius Cosades" and "find dwemer puzzle box" in Morrowind, after realizing what a great retard detectors they often are on the Internet.
 

Starwars

Arcane
Joined
Jan 31, 2007
Messages
2,829
Location
Sweden
I wouldn't say they're my favorites overall as they're very simple but they haven't been mentioned, so... I've got two simple, sappy ones that are mostly about the writing.

- The Ingress quest in Planescape: Torment. Ingress is running around outside the Mortuary and once you talk to her you discover that she accidentally stepped through a portal on her homeplane a long time ago and ended up in Sigil. She grew so paranoid about portals that she hadn't stepped through a doorway for the longest time for fear of being sent somewhere bad. When you help her home she gives you some teeth for Morte to use.
When I first played the game way back when I just really felt for her. Such a horrible situation, and well written. Very satisfying to solve the quest (think it's completely linear but still).

-The quest to find the working class husband for the wife in Disco Elysium. Requires some persistance to get the actual quest and then you find out that the husband got drunk out on the docks, slipped and hit his head bad enough that he died. The whole lead up and investigation are kinda sad in themselves and sort of carried by the atmosphere of that general area. And then you have to tell the wife that he has died and it's just really well written, capturing a lot of the nuances that happens in such horrible conversations. Did feel a lump in my throat when doing it which I really did not expect. Very well done.

Honorable mention goes to the whole snuff film thing in Bloodlines. It's too bad the fighting part of it is so shitty but the atmosphere and build-up is just dead on. Very creepy and felt very fresh overall, especially when Bloodlines first came out. And when you first get jumpscared by one of those annoying little fleshmonsters it scared the shit out of me.
 
Last edited:
Joined
Dec 12, 2013
Messages
4,235
In Gothic 2 near the end of the game you get a quest to gather the crew for your ship. It's a very simple quest, there are no complications, you just revisit parts of the world and ask the friends you had made along the way to assist you on your journey. There are more possible crew members you can take along than available slots on your ship. After gathering bros your travel with them to the endgame location. This quest shows that you can do much even with a simple quest structure if you know what is really meaningful.
 
Last edited:

AdolfSatan

Arcane
Joined
Dec 27, 2017
Messages
1,888
PtD reigns above all.

The whole quest arc in ATOM about the slavers/kidnappers is fantastic. Haven't played Trudograd yet, but I hope it will continue there too.
 

Hag

Arbiter
Patron
Joined
Nov 25, 2020
Messages
1,680
Location
Breizh
Codex Year of the Donut Codex+ Now Streaming!
The silent pilgrimage mission of Morrowind's temple is a great one. As with all things Morrowind it can be abused many ways, but if you're game you will have to cross this whole island and its dangers by yourself, your way, without help. For a low to mid level character it is a fair and interesting challenge, and since it is a faith thing the trip should indeed be the reward (or else just mark and recall like all busy freaks). I found it quite unique. Great way to remember how good of a trekking simulator is Morrowind.

The "kill a netch with a fork" one is also memorable.
 
Joined
Dec 12, 2020
Messages
270
Gothic 2 has plenty of memorable quests: Test of Fire, Thieves guild quest line, hell, even choosing apprenticeship in Khorinis. They're all memorable, because they all feel interconnected. Choosing apprenticeship is part of you trying to get to the upper quarter, but it's not the only way. Finding the thieves guild and reporting them is another way to get there. Or you can join the guild, which opens a whole set of new quests you can do for them. I could write an essay on this, but I'm not a redditor.

Kotor 2's Peragus: yes, fuck you, I liked it. It sets the right atmospehere for the rest of the game.

Fallout NV: another game with a lot of great quests. Healing Rex, Beyond the beef, hunting the three degenerates in Three-card bounty etc.

Witcher 1: the whole main quest of chapter 2. Underrated detective quest.

Disco Elysium: nothing, cause it's not an RPG.
 

Starwars

Arcane
Joined
Jan 31, 2007
Messages
2,829
Location
Sweden
I'm replaying Witcher 1 atm and just finished the Chapter 2 detective thing. And while there is so much potential and ambition in it, it is just too bad it is... well, a bit of a fucking mess. I love it for what they wanted to accomplish with it, and it is fun to play, but yeah, messy as fuck. And made worse by the English translation I suspect.

Too bad they never attempted anything with that complexity in the other games.
 
Joined
May 25, 2021
Messages
1,382
Location
The western road to Erromon.
Kotor 2's Peragus: yes, fuck you, I liked it. It sets the right atmospehere for the rest of the game.

I feel the same way about Taris in K1. One of the few planets that actually felt like a planet's worth of content, not to mention the superior interplay of all the factions present there. Felt a lot more lived-in than anywhere else.
 

Funposter

Arcane
Joined
Oct 19, 2018
Messages
1,779
Location
Australia
(or else just mark and recall like all busy freaks)
There's also the Shrine of Daring just outside of where you receive the quest, so you can easily get a 100pt Levitate effect and just float over the entire island in 5-10 minutes.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom