Views : 64,402
Genre: Gaming
Date of upload: Jan 11, 2023 ^^
Rating : 4.899 (99/3,806 LTDR)
RYD date created : 2024-05-14T09:43:25.770158Z
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Top Comments of this video!! :3
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.
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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.
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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.
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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.
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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.
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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
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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...
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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.
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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.
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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.
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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.
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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?
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@extracredits
1 year ago
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