Quote:Original post by MeshGearFox In this sense, you can also quest on your own, just trying to find hidden caches and acting as a mercenary in a constantly shifting war and trying to rise up the leaderboard. |
I've played many games where you can operate on your own frequency, but everything is usually repeatable and of low consequence. And I've played many games where the objectives are unbendable, but the rigid setup allows heavy changes to the plot and game setting. I like both, but the first has no decent goals, and the second leaves no room for player decision making.
I propose the inclusion of some quests that have rigid goals, where the goal is not given to the player as a quest, but just as simple information.
For example, taking out the
adon tower in the city removes your nemesis' ability to control
seeker robots, which are used to police their slave population. You can obtain information somewhere about the purpose of the tower, and the rest is left up to you. Taking out the tower releases the slaves, and causes a major plot development. No one asks you to do this. The game doesn't even hint at it. The player makes up their own mind, and comes up with a plan on their own.