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Quest ideas wanted

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Level 81
Monster Hunter
Bump
anyone could use some ideas ^^
share your ideas :D

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Entity Humanoid Interface
Mmm... you know what ? I always like the ideas of showing some of the game's world's culture aspect. It's pretty fun to explore a solid world that feels like someone is actually living in there instead of a drop flat world where it's just a few random dudes killing a few random monsters. Might be not all of them but you can use some quests to show players how the NPCs are living: the religions, the food, the mainstream interests, etc. Depends on how you handle these they would become very interesting quests to do, but they differs from games from games so you would have to make them up your own lol (since it largely based on the world you created) But if you know the general aim making up relevant quests is pretty easy :3
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I like what Aurelia posted, it's the key ingredient in interesting quests that it's integrated to the lore of the world. So that way the quest is part of the world, the kingdom or just the little town characters are in. There was also posts 'bout not to make general or unimportant quests. There I have to disagree. I think especially those unimportant quests are an excellent place to sneak some lore to players minds. Make them more aware of the world around them.

But then to this subject itself. Original mitten was quite a storymonger, as he has lead numerous of pen 'n' paper - roleplays, so I'm going to ideas from those experiences. :)

Small and isolated town is in trouble with the wolves coming from nearby forrest. Wolves attack during nights and kills unprotected cattle. City also has another major problem: children have started gone missing. Maybe the wolves are responsible? When player starts to look in to the mystery he'll probably have to face the wolves. Depending how dark the game is, the player finds out before or after he has killed the wolves that those animals were the missing kids who had gone through a transformation. Someone is behind this vile act.. but who?

Other one would be maybe a multiple outcome type. City guard or someone like that asks player to prevent some famous thief's attempt to steal something valuable. Problem is that nobody knows this thief's true identity. Only help quest giver can provide is some cryptic clue, like a blue pawn (chess). When this item in inventory npcs around the city would have different line of text prepared, answering to the guestions relating to this item. There could be two or more possible suspects that would have something relative to this given item. For example same kind of blue clothing, jewelry, hair etc. When certain, player could go to inform the guard who is the thief. If he is correct, the thief is caught and day saved. If he's wrong, wrong people gets accused while the thief makes escape with the valuables.

I might share more if these are not totally off from what you were looking for ^^

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I think anything the character (player) has to do needs to be Compelling more than any other reason.  Take the potion to so and so, delivery quest.  So and so is sick, and we need them to get better so they can open their Weapons Store, semi compelling.  So and so is your Father and he will die without it.  Much more compelling.

I dont think it matters quite as much what the quest is as WHY the player needs to complete the quest.
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I somewhat agree with Heretic. Sure compelling quests are important, especially when it's part of main plot. But then surely with only compelling quests game don't have enough resources to introduce the world and it's lore to the player. My personal opinion is that side quests, made properly and interesting, are so fun. Then again, especially if they make me understand the world and it's people and life more :)

I think good rpg needs both compelling and very personal quests and not so important or serious quests that introduce the world around the main plot. ^^

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Post from 2nd page...

I fully agree with this.

It doesn't matter how cliche or basic the quest idea is, it can still be good if it's designed and written well. Give your characters some personality that shows in the dialogue. Not like what you see in some games that go: "NPC: Hi. I lost my sword at the house next door. Can you get it for me kthxbai."
Try to create a story around the characters that are involved in the quest, give them an interesting reason to send you on a quest to do something. But dialogue is not all that matters.
If for example you are making a quest that involves killing 10 wolves for a farmer, then have your character go up to the wolves in the area and show an event of wolves actually attacking or chasing the farmer's animals and then charge towards you to start the attack. This way a quest can feel more "alive" than your basic "go kill 10 of these monsters that are just standing there picking the flowers until you actually engage them."

Summary:
-Let there be a decent reason for your character to actually do the quest.
-Having even just half decent dialogue can make a huge difference in how fun a quest can be. Make the dialogue matter.
-Include meaningful choices during a questline, that impact the course of the quest for adding replayability and the feeling of your character being important in making important decisions.
-Use events to show the story. Make NPC's move during dialogue scenes whenever it's needed (like excited NPC's could jump, sad NPC could face away). Let stuff happen instead of just blocks of dialogue.
-Make use of face sets. Including multiple facesets for characters to show different kind of emotions can also help a lot in making a dialogue feel more "alive".
-Create mini-games. These can help spice up the gameplay a bit, although don't make them tedious or too long/hard.
-Let the player explore. It's exciting to explore places that actually include secrets for the player to find. Find a good balance between stuff being too easy-too hard to find.
« Last Edit: July 06, 2011, 04:58:18 PM by Milennin »
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this is a good quest that im using in my game, its more challanging than it looks!
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That is actually a great idea it could be used for something like a thief in somebody's home and then when you catch them they attack.

Spoiler for:



Spoiler for:
John 3:16: For God loved the world so much that he gave his one and only Son, so that everyone who believes in him will not perish but have eternal life

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I got bored and ended up making a simple random quest generator. It also generates random kingdoms too.

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How dose it work?  ???

Spoiler for:



Spoiler for:
John 3:16: For God loved the world so much that he gave his one and only Son, so that everyone who believes in him will not perish but have eternal life

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Just push a button literally. Can I post Flash files? I made it in Flash. Its not the best, but I did put 2 hours into making it. It gets results like this >>

You are to escort a powerful demon to a old marsh south of the strange marsh.  Along the way you will need to forge an intelligent broadsword to get the power you will need to complete the mission.

You are to defeat a charming demon in a icy desert west of the dangerous mountain.  Along the way you will need to forge a magical suit of armor to get the strength you will need to complete the mission.

You are to visit an elderly woman in a empty mine south-west of the strange house.  Along the way you will need to sleep in a little inn to get the influence you will need to complete the mission.

This region is an enormous part of the west of a continent settled by humans over 200 ago.  There are three kingdoms here and war is constantly looming.  The first of these kingdoms can be described as icy and is ruled by a charming warlord.  The next is usually called cheerful, lead by a creepy king.  While the third is noted as being fiery, under the control of a seductive mage. 

This region is an enormous part of the west of a continent settled by humans over 2,000 ago.  There are three kingdoms here and there has been at war for generations.  The first of these kingdoms can be described as icy and is ruled by a posessed tyrant.  The next is usually called fiery, lead by an isolated tyrant.  While the third is noted as being pessimistic, under the control of a peaceful king. 

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ok I uploaded it >> http://rpgmaker.net/users/ShortStar/locker/generator3.swf

I'm also making a party generator.

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I like what Aurelia posted, it's the key ingredient in interesting quests that it's integrated to the lore of the world. So that way the quest is part of the world, the kingdom or just the little town characters are in. There was also posts 'bout not to make general or unimportant quests. There I have to disagree. I think especially those unimportant quests are an excellent place to sneak some lore to players minds. Make them more aware of the world around them.

But then to this subject itself. Original mitten was quite a storymonger, as he has lead numerous of pen 'n' paper - roleplays, so I'm going to ideas from those experiences. :)

Small and isolated town is in trouble with the wolves coming from nearby forrest. Wolves attack during nights and kills unprotected cattle. City also has another major problem: children have started gone missing. Maybe the wolves are responsible? When player starts to look in to the mystery he'll probably have to face the wolves. Depending how dark the game is, the player finds out before or after he has killed the wolves that those animals were the missing kids who had gone through a transformation. Someone is behind this vile act.. but who?

Other one would be maybe a multiple outcome type. City guard or someone like that asks player to prevent some famous thief's attempt to steal something valuable. Problem is that nobody knows this thief's true identity. Only help quest giver can provide is some cryptic clue, like a blue pawn (chess). When this item in inventory npcs around the city would have different line of text prepared, answering to the guestions relating to this item. There could be two or more possible suspects that would have something relative to this given item. For example same kind of blue clothing, jewelry, hair etc. When certain, player could go to inform the guard who is the thief. If he is correct, the thief is caught and day saved. If he's wrong, wrong people gets accused while the thief makes escape with the valuables.

I might share more if these are not totally off from what you were looking for ^^

i like those ideas ^^
hope to see more