Quote:Original post by onyxflame I think if you're going to make random quests, they should be REALLY random. |
Random doesn't really mean anything unless you specify some sort of distribution to the randomness. I mean, what's the difference between random and really random? Please do note that I'm not trying to flame you here, as I really want to support this idea, but to extend it the probabilities of different scenarios should be defined. The probability of generating a common, every-day situation (e.g. an outlaw is menacing the countryside) should be much greater than something completely out of the ordinary (e.g. the Order of the Obsessive-Compulsive Necromancers have summoned a Lord of Oblivion to enforce the installation of the Windows Operating System on every machine; *gasp* the horror... [lol]). You could also enforce some certain, very unlikely quests to be generated every now and then (to keep the player happy).
The actual structure of the quests should allow the player some tactical thinking and a freedom of choice. For instance, if Jack the Honourable knows that Archibald the Malicious has the Dreaded Staff of Ultraviolence hidden somewhere, and Jack thinks this staff should be destroyed for the good of mankind, the player should be allowed to achieve this in a number of ways. If the only way to accomplish this is to follow Archibald through the forest to a hidden cave where you can ultimately burn the staff, the replayability value of the quest is very low. If the player's character was able to beat Archibald into bloody pulp and to force him to eat the staff, the quest would still be solved, as Jack just wanted to rid the world of the staff. The quest should, therefore, be of the form "quest is solved if the staff is (provably) destroyed", not "PC must follow Archibald and then burn the staff". As Wysardry said:
Quote:Original post by Wysardry The Foozle wouldn't have to be killed: it could be bribed, have a relative kidnapped, be stolen from, politically assassinated (have its reputation destroyed), be imprisoned or exiled, have its memory wiped or otherwise have its "teeth pulled".
The same thing applies to the Foo: the Foo can be a single object, multiple objects, a person or information and the requirements for getting it can also vary (it's hidden, lost, owned by someone else, broken, dangerous in itself, a prize in a competition...). |
I'm not sure whether Wysardry was giving examples of varying the objectives in the quests or examples of making the objectives more general, but I would like to emphasize the fact that most NPCs wouldn't really care how you achieved the goal as long as you achieved it. Thus the quest's completion trigger should really be the thing the original questmonger wanted; if the questmonger wanted someone dead, then killing (in one way or another) is the only option. If the questmonger wanted someone "out of the way", you have options, as killing is just one way of a whole plethora. Do note, however, that the actual in-game wording might not be exact. The questmonger could talk about killing someone even if he just wanted him out of the way. Or the quest description could even be something completely different, e.g. if a highwayman has stolen a peasant's fortune, the peasant will probably be in a very angry mood and tell the PC he wants the highwayman dead, while he would be completely happy if he just got his money back. Of course, this difference of the quest description and the actual quest should be somehow noted in the internal game logic as well, as it could have major implications.
However, coming back to the staff scenario, if the player had the choice and chose to kill Archibald in the process and this was not what Jack had in mind, either Archibald's survival should have been a part of the quest description as "Archibald must not die" (in cases where it really is important) or then it should not be a part of the quest system but rather the reputation system (in cases where Archibald's survival was not vital, such as if Jack respected all living things despite their flaws). Killing Archibald could have a huge impact on the PC's reputation and thus Jack might not give the reward for the quest to the PC anyway,
not because the quest wasn't solved (since it was), but because Jack just doesn't like the PC any more.
I'm all for randomly generated quests. Personally I'd rather play a game with adequate random quests than a game with phenomenal fixed quests, as replayability means a great deal to me. Games like Neverwinter Nights and Morrowind are great once, but even with a different type of character they vary too little on consecutive replays.
Just please don't include random quests involving a nobleman asking to rescue pigs and hens that have become lost in the woods (an astonishing distance of four meters from the aforementioned nobleman!) as can be seen in Sacred... [lol]
And as for the original question, while many would consider clearly similar quests boring repetition (and ultimately it would be, unless the situations were immersive enough), a few times wouldn't hurt as the player would feel recognizing the similar setting and knowing what to do rewarding. The problem with unique quests is that after the quest you will know how to handle similar situations, but you never need to use that information (as the quest was unique); you wouldn't get the psychological reward of feeling competent next time in a similar situation.