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64,402 Views • Jan 11, 2023 • Click to toggle off description
What your quests for food to be easy? Then why not check out Hello Fresh For 21 FREE meals with HelloFresh plus free shipping, use code EXTRACREDITS21 at bit.ly/3W8d1Ij !

How clear should your quests be? Should they be easy to understand with exclamation marks across the map or full of deeply hidden lore that players need to seek out? Is there a good in-between and what's best for your game? Find out in our newest gaming episode "When Challenging Quests are Controversial"

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YouTube Comments - 384 Comments

Top Comments of this video!! :3

@extracredits

1 year ago

Too much questing got you hungry? Then why not try our sponsor HelloFresh! Go to bit.ly/3W8d1Ij and enter EXTRACREDITS21 for 21 FREE meals plus free shipping. You get a full belly and you support the show all in one click. Thanks so much for watching!

16 |

@HebaruSan

1 year ago

I like the idea of having to listen carefully to dialog and think about it to solve puzzles, as long as the designers ensure there's a way to catch back up if I miss something. Nothing worse than reading a walkthrough only to discover that some seemingly insignificant piece of dialog I couldn't possibly have understood was providing crucial information that wasn't available anywhere else.

339 |

@ragnarockerbunny

1 year ago

My rule is this: If it's important, put it somewhere important. If it's missable, put it somewhere missable. Dark Souls is a great example here. The Crestfallen Knight explains what you need to do and he's at the most central bonfire, he's an unmissable character in the area and he's the only other interactable thing in the immediate vicinity. He doesn't even have an exclamation mark above his head and we all talked to him. All the side quests are missable so you have to seek them out.

83 |

@strongrudder

1 year ago

I think the point about narrative games is an interesting one, for the simple "go to place and do an obvious thing" quests. If you surround a quest with juicy lore or narrative reasons to do it, then I'll be happy enough to just run for a bit to kill some enemies or push a button. Especially if there's extra interactive stuff (books, datapoints, etc) I can optionally examine in the quest location. I dislike grinding overall but love exploring, so the slightest effort at assembling my actions into a story really helps the experience along. Which means that it's a serious danger sign if I ever start wanting to click through quest-giver dialog like that - I'm probably about to put the game down.

82 |

@megatiger2755

1 year ago

In my experience, Breath of the Wild hidden shrine quests are probably my favorite style of quest. They give you all the pieces but you have to put them together. Whether it be a character ask for an item but you have to figure out where to get it, or you have to solve a riddle to find the location. Another reason is that they’re not too cryptic to where they can’t be put in a quest log which is good for someone like me who plays many games at once.

26 |

@isaacthek

1 year ago

"Bring me ten boars." Player vanquishes 10 boars... "What! I don't need pelts! I'm hunting for truffles! Do I look like a leather worker to you?" Player casts reanimate on to boar corpses "Uhh... I guess that works... Thanks?"

24 |

@whoeveriam0iam14222

1 year ago

There's those narrative quests that you understand and then do them only to return and unable to progress Look up a guide and you can't figure it out. Eventually you find out you never said "goodbye" to the quest giver so it never started the quest properly

37 |

@Managarm

1 year ago

I would be much happier about quests in elden ring if it didn't become impossible to fulfill them seemingly at random. It's an open world game, so I want to walk around without having to worry what I might screw up by entering a new area.

56 |

@arturoaguilar6002

1 year ago

To be fair, From Software games had something that Simon's Quest didn't have: the Internet. No, I'm not talking about gamefaqs or wiki guides (although that also helped). I'm talking about how the players could leave in-game messages to hint others on quests and secrets. Personally I like to have the option of turning off the waypoints for quests. If the game is well designed, there will be enough clues in the dialog and the environment to make waypoints seem redundant to players paying attention to the lore.

10 |

@styrax7280

1 year ago

Another point I like to add is that zero effort quests are less emersive. Games like Gothic 1 & 2 or Morrowind still stand out in my memory because part of the quest dialoge was how to get there. Compare that to magically knowing where said "lost" treasure is. I also like to point out the ability to turn off questmarkers (or adjust their precision) to make everybody happy

15 |

@Daemonworks

1 year ago

While neat in principle, the elden ring method in practice has a lot of problems. It can easily cross into being intensely frustrating for a number of players, for example those with memory issues, who can't play with significant frequency, or if quest design and writing isn't up to snuff and providing enough to go on, to name a few. There's just a ton of opportunity for somebody to just lose the plot to a degree that actively undermines their enjoyment. It's also worth noting that quest logs, automatically placed map markers, a child who screams the solution at you as soon as you walk into sight of a puzzle, etc are mostly thing that could be made individually optional via the settings screen, thus having the exact same quest function at any level. Not to mention the possibility of player-made map markers and notes...

58 |

@wraithcadmus

1 year ago

I feel this video conflates the 'what' and the 'how' quite a bit. As another commenter pointed out, Dark Souls does say you need to ring two bells, but I bounced off that game for other reasons. I've been playing SnowRunner recently, and that has the joy of making your missions dead simple, such as "get two crates of food to the village" but then you look at the possible routes and go "how the heck do I do that!?" and there's where the joy is.

6 |

@amdreallyfast

1 year ago

Good points. My own preference is that quests should leverage in-game abilities other than running and pressing "A" and/or "attack", and being someone who likes notes, I also want it to be clear when I have started and finished a side quest. See the quest log books in the Trails games for prime example of that later point. I also want the lore to be available in-game. Preferably (my personal taste) as part of the narrative and/or previous side quests, but at the very least discoverable in-game. See Mass Effect Andromeda for lore being stored outside the game. See Halo Infinite for much of the narrative being stored in audio logs scattered around the game world as side quests. That was weird.

33 |

@TooTechnicalDev

1 year ago

I'm a bit surprised it was not mentioned that World of Warcraft didn't explicitly tell where to go and what exactly to do once you accepted the quest in the beginning. This actually started as a very popular 3rd party option called "Quest Helper" that was so widely used and popular that Blizzard implemented its functionality as the default UX which actually upset those of us who were there to explore and sink into the world rather than just finish the checklist, get the thing, get stronger, max level, endgame which is what this change really pushed the game toward.

38 |

@demonicbunny3po

1 year ago

I like there being a quest log that keeps track of the quests you found. Maybe also with a pin to the general area of where you need to go on the map (because learning the layout of the world of a new game can be tricky). I’ve been playing Cyberpunk 2077 and while the world is very much alive and beautiful, it is also hard for me to separate which part of the city is what by visuals alone. Most places have a lot of trash all over the place with the same sort of advertisements and trying to navigate purely by learning where I am compared to where I need to be is too much effort for me.

7 |

@VASULA30

1 year ago

These quests sometimes bring back archaic words like "vanquish" into our language, just because the wording needed to be somewhat authentic for the setting

3 |

@alecsmith3448

1 year ago

I remember in MNOG2, there was just no reasonable way to find the water charm. Like, what player is going to go recalculate (useing information gained near the end of the game) the formula that the astrologer litteraly mumbles to you if you barge into her house at the BEGUiNING of the game and then ask the ferry woman to take you to that spot in the sea?

2 |

@sirrivet9557

1 year ago

I like the way rhe long dark handles this. In the story campaign you'll find notes leading you to caches and while it gives you the location of the cache you in general need to read the note to know more specifically where the item is.

1 |

@_aideyn

1 year ago

I never really felt that involved with WoW quests, "Vanquish 10 boars" being how the earlier quests were all phrased/framed meant that by the time you got to the ones that were more in depth you'd already been very thoroughly trained to blow through all the dialogue

6 |

@hebl47

1 year ago

I like it when games give you the option of having quest markers or not. Same goes with other HUD options and similar toggles.

4 |

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