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> Hand-holding or initiative?, The style of a your quests
Lena Wolf
post Feb 29 2024, 02:48 PM
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Now that I've released a large quest mod (TWMP Skyrim Alive) with several quest lines, I am getting questions from users who get stuck, and not because of bugs. This got me thinking back to all the various games that I played and how they handle quests and quest lines, how much hand-holding they provided and what I found fun and what not so much. Given that most people on this forum have already played a game or two wink.gif I thought we could discuss this.

I'll start with a comparison of Morrowind TES3 and Oblivion TES4. In Morrowind you start on a ship, arrive in a strange land, get a package to deliver fully expecting to be thrust into the thick of things... and what does Caius tell you? "You're no good to me at level 1, go off, do stuff, come back when you're stronger." Huh? blink.gif In Oblivion on the other hand, you do get thrust into the thick of things straight away, and with great urgency - just like in most other games I played.

The first time when I played Morrowind, I got discouraged and confused. What do you mean - go off and do stuff? What am I supposed to do..? But now, so many years, games and playthroughs later, I absolutely love this approach. And it continues like this throughout - Caius never puts any urgency onto his requests, he's a typical fellow who speaks softly and carries a large stick. ohmy.gif And with that we arrive at the topic of quest markers, etc.

But it's over to you now. What approach to quests do you like or dislike? Do you like it structured or do you prefer to be told to go off and do stuff? smile.gif


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Renee
post Feb 29 2024, 08:48 PM
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Joined: 19-March 13
From: Ellicott City, Maryland



I actually love ghastley's idea the most. Add some in-game solutions, cleverly-worded, perhaps. Books or some such, placed in or nearby the cell where the hidden item (or whatever) is. And this way, you don't have to offer walkthroughs or markers, in theory. You can wash your hands of the whole business: those who can't be bothered to find these in-game 'solutions' really aren't trying hard enough.

Dang, I hadn't considered that.

But still, Lena. *takes a sip of coffee* As I said, in the end it really won't matter what you change or add, someone will still complain. Gamers can be the most entitled, least satisfied lot, no matter! But at least what ghastley's saying is an explanation which is in the game. Those who suss a challenge and those who need some help are both getting appeased.


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