Quote:To some degree, it is a quest. It's just dressed up differently & doesn't have a NPC pointing you in the right direction.
Original post by Wavinator
You say you'd have a problem because you wouldn't know what to do. So this needs not only to be obvious, but to be built right into the gameplay. What I mean is that if a game started with you on a sinking ship, I wager you'd know what to do, right? So let's assume that there are mechanisms built right into the gameplay and world that clarify your focus. Further, imagine that its simple in the beginning, but gets more intricate as you succeed, with new doors and options becoming available. One reason you play is to see how well you'll do, and another is to see where the heck this world is going.
Maybe something more like you land in the world and a NPC tells you about the evil wizard X who is planning on destroying the sun and the king Y who is setting out to stop X. You now have a choice as to joining X or Y, but you could also take to stop X yourself w/o Y's help or beating X to the punch and do the job yourself. [evil] (which to some degree remind me of the which way books)
I think the biggest problem/challange would be/is talking a studio (major or independent) into creating a huge amount content that a might only be seen/exp by a small percent of players (if at all).
Personally I think the route from the quote is better direction of "quests". Dress them up & don't make them feel like the typical quest, but they have clear choices with multi ways of getting it done (at least in terms of a single player game, MMOs is another story).
*edited for typo*