Author Topic: Quests. The most disappointing PS aspect.  (Read 6931 times)

Seneche

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Re: Quests. The most disappointing PS aspect.
« Reply #30 on: September 05, 2007, 04:11:49 pm »
Just sort of an update: just to see how disappointing these quests were, I did as many as a could. They were just fine, they were just like any other game, and anything in the quest I could not do/make myself I bought from someone else. Everything worked perfectly, and I found only a few bugs. So, I after the test, I don't think that they are any more upsetting than another game's quests.

Quq Leque

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Re: Quests. The most disappointing PS aspect.
« Reply #31 on: September 05, 2007, 04:29:39 pm »
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- Have you another unfinished quest? (Sure, many quests are impossible to finish)

Current number of quests that are impossible to finish (ie broken beyond ability to complete:)

Zero.


I think close, but no cigar. Yesterday a certain NPC wouldn't accept money from me for a fruit pie. p.s. great work on the large number of new quests, I enjoy doing them a lot.
« Last Edit: September 05, 2007, 04:31:13 pm by Quq Leque »

Caarrie

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Re: Quests. The most disappointing PS aspect.
« Reply #32 on: September 05, 2007, 04:37:03 pm »
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- Have you another unfinished quest? (Sure, many quests are impossible to finish)

Current number of quests that are impossible to finish (ie broken beyond ability to complete:)

Zero.


I think close, but no cigar. Yesterday a certain NPC wouldn't accept money from me for a fruit pie. p.s. great work on the large number of new quests, I enjoy doing them a lot.

If a quest has a bug and a GM is told about it, the bug most likely would get fixed in less then 24 hours then you have to wait for a server crash/reboot to apply the fix. but your bug is an ENGINE side bug that seems to be affecting many quests there is nothing settings [those that make the quests] can do to fix that till the engine team figures it out.

If a new quest is added ingame the setting devs tell the gms and they go and test the quest and report any and all bugs they find so that they can get fixed asap.

Xillix Queen of Fools

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Re: Quests. The most disappointing PS aspect.
« Reply #33 on: September 05, 2007, 05:16:04 pm »
drop down list are not forward thinking at all, and would anger more people than it pleased.

eldoth_terevan

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Re: Quests. The most disappointing PS aspect.
« Reply #34 on: September 05, 2007, 05:54:45 pm »
Honestly speaking, I enjoy the quests. They have been the most obscure area of playing PS, and one of the most rewarding. I often make new characters and start running them through quests to see how they are working. I have seen drastic improvements since I started playing, both with the functionality, the number of quests, the details, et cetera. And the quests are a much more interactive way of learning the settings than just reading the books in the library. It took me a while to get the hang of the system, but once I was used to the way it worked all was well. Of course, I am a patient (and hopefully on topic) man... I'll shut up now, few ever agree with me anyway. *laughs*

Waylander

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Re: Quests. The most disappointing PS aspect.
« Reply #35 on: September 06, 2007, 04:47:39 pm »
I agree that the quests are the most disappointing feature of PS. Instead of constantly making excuses, developers should at least be mature enough to admit it. Stop blaming the players every time they suggest that something needs improvement or a complete redesign. Accept your responsibility, if you hope to have any shred of professionalism. Accepting and learning from criticism should be a part of the job. If you can't handle it, then perhaps that job isn't for you.

It's the same criticism over and over again.  And each person thinks they add something new, which they don't.


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I have already mentioned in a different thread that many quests have a severe problem, with specific examples (without spoilers). It's likely that the problem is only going to grow and become worse until the developers can no longer handle it. While Jeraphon claims that there are multiple alternative phrases for all the quests, that is simply not true. Many have a very limited range of alternatives or no alternatives at all. I can provide a specific example but that would mean posting a spoiler. However, if someone ever claims that what I just said isn't true, I can prove them wrong. At that point, however, it would probably just turn into a "no, you are lying... no, you are lying" contest. That is another downfall of not posting "spoilers" and seems rather convenient for the devs to avoid embarrassment and responsibility. If people can't post detailed examples of exactly what seems badly written or broken, then devs can just keep being in denial.

I imagine the earlier quests do have limited phrases.  Many of them probably need to be updated but, if Jera says that they have alternative phrases then, I'm willing to believe that.  Talking to NPCs isn't like talking to Players, I know you've probably read up about the different phrases to use.  (Err, I'm guessing you have.)

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I used to play a lot of old text only adventure games, which are basically referred to as "text-parser" games, so I'm quite used to coming up with text phrases for solving quests and progressing.

"You are standing in front of a great fortress.... blah blah blah"

"What do you want to do?>..."

If any of those games had a very limited text-parser, the reviews would rip them apart.

PlaneShift has much more to worry about that these.  And, we have systems to improve the text, though it is fairly new.  Patience is a virtue.

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Even if some quests do have alternative phrases as answers, they are simply very limited. A single quest writer *CANNOT* come up with enough combinations to cover every possible alternative that conveys the idea correctly. You cannot claim that you have every "reasonable" alternative because everyone has their own *reasonable* way of saying things or logical alternative solutions, which aren't "unreasonable", just different. As the number of quests grows over time, you won't be able to keep up with the number of alternative phrases, ensuring clear and concise dialog, and checking for spelling mistakes or any sort of bugs that can break a quest or put it in a loop.

It's not just one writer.  So you needn't worry about this :)  I do believe that's on the easily accessible settings devcast.

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A fairly popular MMORPG called "Anarchy Online" also started with a text-parser type of communication with NPCs. You had to guess and type the correct phrases for solving quests. Eventually they couldn't keep up with all the bugs and alternative phrases, not to mention that it was an *outdated* approach, so they had to change it to a menu-driven conversation tree. And that game is backed by a commercial company (Funcom)! If even a commercial development team with several people working on quests decided that a text-parser approach was outdated and they simply could not handle it, a single or a couple of quest writers on PlaneShift team certainly cannot.

Anarchy Online (along with being a terrible game) was commercial and so started with a ton of players whereas PlaneShift starts with a low amount.  Anarchy couldn't look into it because those players were paying and wanted the change or they would stop paying, PlaneShift doesn't suffer from this.

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It's almost guaranteed that you will eventually drive yourselves into the ground with so many quest related problems that you will try to rewrite the quest dialog system and NPC interaction into a menu-driven conversation tree, except it will be a lot harder to do then because you will have a lot more quests to keep up with. Do you want to learn it the hard way like Anarchy Online / Funcom did or the easy way by being smart now? If you set your egos aside for a moment, you will see that your quest system needs a serious make-over.

If you are wondering how you can possibly create quests and puzzles, if they aren't text based, then take a look at how classic point-and-click adventure games do it (Sierra and Lucas Arts, among many) - combining items, picking correct choices from a conversation tree, using items on NPCs or on environment, manipulating environment etc. I don't advise dead-ends for non-optimal conversation tree choices but you could, for example, have alternative rewards in experience points, trias and items.

You can actually concentrate on adding more *fun* quests with this approach, instead of struggling with bugs and alternative phrases in existing ones.

PlaneShift, for better or worse, plans to keep using this system.  Unlike Anarchy they have the time and the 'testers' to improve it.  There will be grief for now but, in the end, if they get it done well, I'm sure it will create a more interesting world.

You seem to write quite well.  I wonder if you'll ever actually contribute to the forums or just keep posting what has been said again and again.
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steuben

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Re: Quests. The most disappointing PS aspect.
« Reply #36 on: September 06, 2007, 05:38:30 pm »
everybody seems to miss this one detail when it is suggested.
conversation trees are hard to write and write well. they are a lot more work. try writing one and you'll see what i mean.
the current system is simpler to write then convo-trees but is by no means easy. and allows for expansion a lot more then convo-trees.

besides the use of convo-trees will mean something alot worse then annoying players with the "guess the magic phrase game", because how do you use a convo-tree with another player? having to switch modes of communication like that commits the greatest sin of game building, breaking of the suspension of disbelief. having to switch modes like that reminds the player that it is a game, and not some other reality. if you can come up with a method that will allow both methods to exsist without reminding the player he or she is in a game then we might listen. till then you are debating with the wind and the wind will always win.
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Draklar

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Re: Quests. The most disappointing PS aspect.
« Reply #37 on: September 06, 2007, 06:02:48 pm »
conversation trees are hard to write and write well. they are a lot more work. try writing one and you'll see what i mean.
I tried both. Conversation trees are much faster, much more dynamic and provide much better forking possibilities. They also give much more justice to player characters, as you can input various forms of personalities, without wasting too much time (in fact, that's the whole point of "trees"). And I'm comparing sophisticated trees to simple-sentenced PS quests.
the current system is simpler to write then convo-trees but is by no means easy. and allows for expansion a lot more then convo-trees.
Conversation trees are supposed to stay in the typical storywriting pattern. To write PS quests, you need to develop new skills in conveying character information. Also, it allows more expansion, yes. Allows more expansion for a human? No.

besides the use of convo-trees will mean something alot worse then annoying players with the "guess the magic phrase game", because how do you use a convo-tree with another player? having to switch modes of communication like that commits the greatest sin of game building, breaking of the suspension of disbelief.
Valid, but subjective opinion.
having to switch modes like that reminds the player that it is a game, and not some other reality.
I find that to be a pretty healthy approach, actually. Seeing a game as alternative reality can cause unneeded grief and lack of distancing from the created characters.
AKA Skald

bilbous

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Re: Quests. The most disappointing PS aspect.
« Reply #38 on: September 06, 2007, 06:44:37 pm »
I like the way it is now because when you get frustrated with the NPCs you can curse them out, try that with a tree. Kind of feel sorry for whoever is looking at the bad response log though....

eldoth_terevan

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Re: Quests. The most disappointing PS aspect.
« Reply #39 on: September 06, 2007, 07:12:52 pm »
I like the system as it is intended, it will provide for much more expansive interactions than a tree system.

RIP

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Re: Quests. The most disappointing PS aspect.
« Reply #40 on: September 06, 2007, 07:13:28 pm »
I like the way it is now because when you get frustrated with the NPCs you can curse them out, try that with a tree. Kind of feel sorry for whoever is looking at the bad response log though....
If you tell the female Enkidukai (I forget her name) in the center of the Hydlaa plaza to “Bite me” she will tell you to “Get lost!”

[edit] I lmao at this by the way, made me forget al about the pain of the quest...  ;D
« Last Edit: September 06, 2007, 07:55:37 pm by RIP »

Induane

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Re: Quests. The most disappointing PS aspect.
« Reply #41 on: September 12, 2007, 03:19:04 am »
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It's not just one writer.  So you needn't worry about this :)  I do believe that's on the easily accessible settings devcast.

That is if you can sit through them....

AAAAAaaaannnnnddddd soooooooo   Llllaaaaannnnnnnxxxxxx  aaaannnnnddddd TTaaaaallllllaaaddd toooooooook foooorrrrrtttyyyy mmiiinnnnuuuuuutttteess tooooooo teeeeeellllllllllllllll aaaaaaaaa fffffiiiiivvvvveeeee mmmiiiiiiiinnnuuuuuttteeeee ssstooooooorrrryyyy.

Sorry if that offends anyone I just couldn't resist.  I'm sure some people really enjoyed them but (honest truth) I thought they were actually a joke - someone making fun of PS in a good natured way.  When I discovered they were serious... I was miffed.  Probably me just being so overtly influenced by the Green Hornet and the radio Twilight Zone that I just didn't recognize a good voice play ;)

LlubNek

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Re: Quests. The most disappointing PS aspect.
« Reply #42 on: September 12, 2007, 05:14:33 am »
For NPC conversations, why not just run the player text through a thesaurus function which converts each word to it's "canonical" form?

If you also have it strip out adjectives like "big", "red". "ancient", "silver", etc. then you'd probably take care of most variations in player input, barring bad english and spelling mistakes.

If that's not enough, write another function that returns a list of word types for a given sentence ("The red dog barked" becomes "the adjective noun verb(past)") and run that through a thesaurus like function to get an equivalent sentence.