Wow, how many informations. I appreciate very much your attitudes, everyone.
During the quest, the story around Lucky develops, you hear some things about him, and the plot is fun. Another example are some quests with Zak, where you get to know a bit more about his background.
Ok. You mean complex plotlines.
I'll try to condense all the other answers.
- Too repetitive challenges are boring. Travel challenge is nice only the first times, but a quest full of travilling could bother some players. Especially for long travels.
The same is for hunting. Continue to kill rats is boring. But going in interesting places (ex. Stone labytinth) or killing special monster (ex. to get Glyph rewards) could be ok.
- Riddles. Seems many like them, especially if they are tied with other quests or setting elements. Another suggestion was: to give clues through conversation or other inside quest elements. Flaw: 1) they could have more than one answer, and this could create frustration if not implemented. 2) there is the possibility of spoilers.
- Setting quest. Flaw: they could be too easy.
Fetch quest: are a mix of Travel (principal and necessary) and Hunt or Gather (optional)
I'll take not of some engine issues:
1)
Hunt challenges and Research challenges are the same, basically because you don't have to hunt or make the object yourself. For example, I gave a NPC the ulber heart he wanted, said heart I bought from some random fighter. Nothing wrong with that, but the challenges would improve if some quest demanded that the deed be actually performed.
2)
In the Gothic series, for example, some NPCs follow you, some actually guide you; and they are not helpless if danger occurs.
The good thing in escort quests are that you can know better the NPC and that he can relate to the invonroment. For now, we can only use it like any other fetch-pet (travel) quest. Thanks Khoridor, you made good reports.
About time limit quest:
I've read no quest with this challenge until now.
I also take note that the most reported request is: deploy choices with consequences internal in quests like these ones.
- decide which NPC you give the object (or the information) of the quest.
- decide how to finish a quest (ex. combat or conversation)
Any other suggestion?
If you don't know where it is, the exploration amounts to randomly wandering around until you find what you're looking for. These sorts aren't really "quests"; they are "menial jobs"...it would be nice if they were called that.
About this. Well, this is also a way to make players socialize, they have to ask around. What do you think about this? (Nivm, but also any other who'd like to express their opinion)
Did I understand something wrong?
Any other opinion or clarification until now?