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Post a Comment On: Finding Fiero in Game Design

"Writing for Quests"

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Blogger Jeff Freeman said...

These 'hardcore' quest writers intentionally omit key details from their quests because they want players to figure out the quest for themselves

There's the old "law" of MUD dev, "If you do it one place, you have to do it everywhere".

The puzzler is a BUG in a game where every quest the player has seen up to that point told them exactly where to go, what to do, and what to expect when they got there.

They are REAL hard to get through QA (and if they are everywhere: feedback from on-high). The first quest that makes the CEO feel stupid is gonna be the last riddle you've got.

'Couple ways around that, though.

One would be to label that sort of quest specifically as that sort of quest. Just like you have [group] or [elite] or [epic], etc. Have a [riddle] category of quests.

So everyone knows that the quest info is lacking, and that it isn't a bug.

The other way would be to do it everywhere, but with riddles for most of them that are so easy, everyone can "solve" them and feel real smart - yet not be surprised when confronted with a real puzzler.

I think that's about nigh impossible.

November 1, 2007 at 2:56 AM

Blogger Lisa Boleyn said...

/agree

MMOs aren't ARGs - so strictly puzzle-based stuff doesn't belong in them unless you can set the players' expectations appropriately. The only places I've seen puzzlers done well were in the Matrix Online live events, where players were given perplexing quests by GM-controlled NPCs.

November 1, 2007 at 7:19 PM

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