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Catharsis

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Posts posted by Catharsis

  1. I'd like to see the next Kickstarter based on a mix of Dark Sun and Ravenloft and maybe some other pnp rpgs like KULT and Nobilis. It's nice to see games influenced by older games like Baldurs Gate and Planescape Torment but it would great if they allowed themselves a bit more creative freedom and went in a completely new direction, after all that's what Kickstarter is about, allowing creators to do things they wouldn't normally be able to do.

  2.  

    I don't want any characters in the game that I don't like, and if I don't get my way I'll throw a tantrum. /sarcasm

     

    It's amazing how many people in this thread expect Obsidian to cater to them personally.

     

    Considering the subject matter, what did you honestly expect?

     

    Maturity, restraint. I thought RPG gamers were supposed to be smarter than the casuals. Instead I see people complaining about that one character they didn't like from some game or worrying that Obsidian will suddenly decide that making crappy characters would be the best course of action.

  3. If there are fetch quests, please let us fast travel anywhere, as well as set up custom (within restrictions) fast travel locations or put custom markers on the map.

    Then why not autocompleting quest all together?

     

    Exactly, streamline it enough and suddenly you have something like Dragon Age 2 and at that point what's to stop you from cutting it altogether as I said at the start of this thread.

  4. The problem is you don't need an excuse to do that, RPGs are all about adventuring...

     

    Nowadays I do need the excuse. If I'm playing a thief, I'm probably going to sneak about and loot every building, but if not, I'm not going to peek in every building to see what's there, unless I have a reason to. And if there's a forest on my map, I'm not going there unless there's something specific I'd like to do there. Maybe if I'm a ranger or a druid I'd go wandering for no reason but "it's there".

     

    Replaying BG2 right now and there's tons of buildings I haven't been to and several map locations I've yet to visit.

    Maybe I should/could, but can't see the reason when there's a bunch of unfinished quests around anyway.

     

    That's what quests are for, you don't need a fetch quest for that.

  5. Don't mind a certain level of fetch questing, as long as it's mixed up with other stuff (killing, multi-part story, whatever). It's a matter of balance plus time/difficulty vs. reward, to me.

    In terms of fetch quests specifically, my opinion tend to be something like this:

     

    "This boy is sick and I really need a certain flower that only grows in the Cave of Glowing Mushies a couple miles away, but I'm just a frail old doctor. Are you willing to try and get this flower for me so I can cure this child? I don't have much but I can give you some old gems" = ok by me. I can feel like a good samaritan and I might find cool stuff in that cave.

     

    "I'm hungry for a specific kind of omelet. Fetch me 30 GooeyHarpy eggs from their nesting site (very dangerous) and I'll give you some crappy leather boots you'll never wear." = not so ok. Go fetch them yourself if you're that hungry.

     

    The problem is you don't need an excuse to do that, RPGs are all about adventuring so it's not as if without fetch quests there would be no other way to get loot or see caves or talk to NPCs, what I'm saying is that anything a fetch quest does can be done better by another kind of quest.

  6. Just playing through Mass Effect 3 again and the worst part about the game was the poorly implemented fetch quests, fetch quests are boring but they shouldn't be annoying on top of that. I think PE should just avoid them altogether.

     

    Well now. I could agree as far as to avoid poorly implemented stuff altogether.

    As long as it stays within games internal logic and the plot, pretty much anything can be made to work.

     

    No busywork just to pass the time, no "I happen to know the missing key is at the bottom of this dungeon, because it makes sense"

     

    There was this NWN module The Tangled Web, with a real kick as cool "could you go clear my basement of whatever critters, rats or stuff, is down there".

    Wouldn't have thought that particular quest would have had any legs left, but there you go. Highly recommendable the module.

     

    "You could easily get that equipment any other way, such as adventuring." I've never played that module but I'm sure that there could have been a better way to do that quest other than making it a fetch quest. If you look at Dragon Age 2 fetch quests were improved to the point where you just spoke to some who said some words then you went out clicked on something eventually got back to the guy, clicked on the guy and recieved some gold (As far as I can remember), how could that fetch quest be improved? Cut it out altogether and replace it with an extra enemy with some extra gold pieces on him. Less effort on everybodies part (Player and developer) in exchange for more entertainment.

  7. well in The Witcher the fetch quests were well-implemented, they were contracts. An Alchemist needs 5 vials of ghoul blood for X experiment, obviously can't get it himself etc etc

     

    Gotta earn money somehow ;P

     

    It was well explained but that doesn't make it any less boring.

     

    Well if you think about it.

     

    With the contracts there weren't actually many times where you actually had to go out of your way to get the items. They were within the paths of doing other quests. The only one I remember that was specifically out of the way was when the Nymph asked you to get a wolf pelt for her to prove your manliness.

     

    The other ones was stuff I got along the way doing other stuff.

     

    There were a few like 'A Most Uncommon Wine' and ones like that which were fetch quests though. I don't mind that they're there as long as there isn't too many of them. They've already expressed pretty much exactly that. They're fine as long as there's a balance.

     

    But you didn't enjoy, I keep saying it in this thread and I keep saying it because it's true and many of you keep ignoring it, fetch quests are boring, you "don't mind them" but you don't enjoy them, the fact that you don't hate them is not an arguement to keep them in just like a bug not ruining the game is not a excuse to keep it in the game. The difference is that fetch quests actually require coding

  8. I don't mind fetch quest when there is a reason and something to get at the end.

     

    IE go find different parts for a magic sword that I can use

    Or get 7 magic balls to summon a dragon

     

    As long as it's not overdone

     

    But you don't enjoy them which is the point. You could easily get that equipment any other way, such as adventuring. Ask yourself "Would I rather wander around looking for x item or would I rather kill something?", nobody likes fetch quests but some people do them because they feel they have to.

  9. i'm not worried about fetch quests being a prevelant occurance in PE at all. OE knows they want to make an RPG that harkens back to the old IE games. This primarily means better combat tactics compared to modern day RPGs AS WELL AS avoiding lackluster writing and uncreative feth quests everywhere you turn.

     

    As stated above... the older IE game's "fetch quests" weren't called fetch quests back then because they had a story behind them and didn't entail killing # of creatures just to level up.

     

    Better safe than sorry.

  10. Just playing through Mass Effect 3

    That's worse than Fetch quests.

     

    Fetch quests can't be ignored all together though as Ieo said. There are good fetch quests, that are not just "go take x item and bring them to y". There can be many twists in between, or at the end, or you can be the one making the twist. They can be a test from someone, or unlike ME3's sidequests give something really good character and world insight instead of adding numbers that nobody knows what they mean.

     

    I don't care if you don't like it. This thread is not about ME3, it's about fetch quests.

     

    Yes some quests that ressemble fetch quests can be fun. Occasionally a fetch quest might be useful for illustrating a point or making a joke. But a fetch quest on it's own is never fun which is what I was getting at.

  11. Well my initial reaction is to agree, but maybe I should frame it this way: if we're going to have fetch quests, they should be embedded in a deeper story. Not the generic MMO-style BRING ME FIVE HEADS GOOD JOB NOW GO BACK AND BRING ME FIVE TAILS etc.

     

    I mean, if we think about fetching the Bronze Sphere for Pharod in PS:T. That was technically a "fetch and carry" quest, but it led us into the catacombs, the Drowned Nations, where we uncovered new NPCs, new areas, and new elements to our story. It was highly creative and it wasn't just a tomb full of mobs that you fight through, get the sphere at the end, and then fight the respawns to get out - like oh, say, most modern games <.<

     

    And of course, given that this is Obsidian and they are well aware that an RPG needs more than selecting one of three similar dialogue options, methinks they won't be giving us fetch and carries that are simple "chores."

     

    That was a main quest, it moved the plot along.

  12. You can't discount them altogether. There are only so many feasible quest designs in a CRPG. It's entirely possible to create interesting, layered, multi-chain quests with twists and/or interesting background story and differing consequences, but which still fall under the "fetch quest" umbrella.

     

    If you're doing something other than fetching then I wouldn't call it a fetch quest.

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