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Let's talk about quest design


Quest design   

196 members have voted

  1. 1. What kind of quest design do you want in Project Eternity?

    • A REALLY combat focused quest design like in Icewind Dale or The Temple of Elemental Evil
      1
    • A combat focused quest design with some diversions like in Baldur's Gate
      29
    • An open ended quest design with a text adventure flavor like in Planescape: Torment
      82
    • An even more open ended quest design lke in Fallout or Darklands
      63
    • A quest design that resolves around exploration and world interaction like in Ultima
      16
    • Other (specify)
      5


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You can have an (almost) peaceful playthrough with both Darklands and Planescape....

 

You can have an almost peaceful playthrough in Planescape, but pretty much all the resources spent on the dialogue/writing went at the expense of solid combat mechanics in that game. I've never played Darklands, but it's not really an IE-like game, so it's not an apt. comparison.

 

Darklands was the first cRPG with a solid RTwP combat, it also inspired the world-map gameply of Storm of Zehir and - judging by a couple of posts I've read in this forum - it's among the favorite games of J. Sawyer; so it IS an apt. comparison :).

Anyway, this is not the point. The point is that you can easily have a party-based RPG without tons of mandatory battles. Actually, if you have a good ruleset, companions improve quest solving.

Edited by Baudolino05
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