Why are people complaining about fetch quests?

Post » Fri Jun 08, 2012 6:08 pm

If you think about. Verything boils down to a fetch quest.
They can have flourishes but they're still a fetch quest. :biggrin:
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NeverStopThe
 
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Post » Fri Jun 08, 2012 8:55 pm

i have no problem with fetch quests.

i have a problem with fetch quests that lack creativity, variety and in-game meaningfullness and depth.
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Euan
 
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Post » Sat Jun 09, 2012 4:23 am

i have no problem with fetch quests.

i have a problem with fetch quests that lack creativity, variety and in-game meaningfullness and depth.
So its the flourishes that make it interesting not the structure?
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victoria johnstone
 
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Post » Fri Jun 08, 2012 7:21 pm

It's just something that never goes out of style. complaining about fetch quests is almost as old as the genre of RPGs.
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Steven Nicholson
 
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Post » Sat Jun 09, 2012 1:36 am

If you think about. Verything boils down to a fetch quest.
They can have flourishes but they're still a fetch quest. :biggrin:


The Thieves Guild is the worst. I kept getting the identical order to fetch the same items from the same places over and over and over.
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Isaiah Burdeau
 
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Post » Sat Jun 09, 2012 3:02 am

If you boils things down most quests are fetch quests anyhow, in every RPG. Other possibilities besides "go get" and "go deliver" are "go kill", "go talk", etc.

What matters is the back story and, as you put it, the flourishings.
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Allison Sizemore
 
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Post » Sat Jun 09, 2012 6:43 am

better writing with some uniqueness. quality instructions/info so markers aren't needed.

flourishes and structure. creativity. depth. meaningfulness.

fetch quest advancement.
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Camden Unglesbee
 
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Post » Sat Jun 09, 2012 8:20 am

Lets see, there are:

1. FedEx Quests
2. Escort Quests
3. Rescue Quests
4. Kill the Bad Person Quests
5. Fetch Quests
6. Solve the Mystery Quests
7. Locate Quests
8. Defend Quests
9. Take the Fort/Camp/Dungeon
10. Collection Quests (no one asks for them, you just do it)

Fetch is just one of them. Yes, all quests boil down to go somewhere and do something. But, so does life if you think about it.
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Emma Parkinson
 
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Post » Fri Jun 08, 2012 8:38 pm

ccna-

hehe, good stuff!

i want all of those to have individual care and creative writing and significance.
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QuinDINGDONGcey
 
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Post » Fri Jun 08, 2012 4:23 pm

If you think about. Verything boils down to a fetch quest.
They can have flourishes but they're still a fetch quest. :biggrin:

Because people like to complain and are lazy. It always gets me when someone says something like `I find having to find something annoying,` or they say, `I hate having to go into dungeons or fight something tougher than me!`

It`s the nature of the game if you take away everything everyone found annoying then it would be called Lord of the Rings and you`d stick it in your DVD player and watch it.

Imagine where we`d be today if we had `empty` written all over boxes because people were too lazy to look inside them, or a modern day GPS compass because people didn`t want to adventure, or you never had to fix anything because it never, ever wore down, or a non-cost teleport that got you from A to B without having to do...

Oh wait... :stare:
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Charleigh Anderson
 
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Post » Fri Jun 08, 2012 4:45 pm

The Thieves Guild additional jobs.They're what made me hate fetch quests in Skyrim.Very redundant and boring.
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Connor Wing
 
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Post » Sat Jun 09, 2012 3:14 am

Because this is the most often used in any RPG, as it allows the developer to add content. If there were no 'fetch' quests, what would there be? I mean, even the bounty, kill this, defend that, solve puzzle, etc etc are ultimately fetch quests... you have to do them in order to get whatever is rewarded. But seriously, what else would there be? If you can come up with a real and true answer, then I bet game developers would love to know of it so they could opt for using it instead of fetch styling games.
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Mackenzie
 
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Post » Sat Jun 09, 2012 8:11 am

It depends how the fetch quests are presented.

Like if an NPC asks you to fetch him a specific iron sword from a ruin, full stop, that is pretty boring and seems rather pointless since the world is full of iron swords.

But if he elaborates on it and has some interesting story behind its loss, and the dungeon ties in with that in the forms of notes, journals, bodies and other things that tie in which the story then that makes it more engaging.

The game is about entertainment not doing jobs. So if they are going to send you on a fetch quest they should cloak it all in an entertaining story.
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Your Mum
 
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Post » Sat Jun 09, 2012 3:04 am

Fetch quests are an attempt to add longevity to certain factions once their story has been completed; a method of providing tasks to the player once most of the hand catered content has been done. Its a decent concept that has been used many times before in many games. However the thing that a lot of RPG's seem to miss on is the idea that the Player lieks changing the world around them, having an impact! I would be much happier if for example, after completing the companion quest, to not talk to the leaders for contracts, but seeing random companions in teh wilderness on a contract, and them offering me to join them. Bam, you have a quest, and Bam, there is something happening in the world independent of you, which reminds you that all them quests you did actualy had an effect!
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Mariaa EM.
 
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Post » Sat Jun 09, 2012 1:48 am

I don't mind them as they're something to do and keep the game interesting.
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tiffany Royal
 
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Post » Sat Jun 09, 2012 3:59 am

I like fetch quests. It's what keep me adventuring and experience things. Only thing I dislike is there are so many of them that remains completely static over playthroughs. I'd prefer if they were randomized every time wrt who you get them from, where you get them, and the location of the item, even if the actual dundeon shape was the same. I'm having a hard time forgetting what I learned in the previous playthrough.
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Cheryl Rice
 
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Post » Sat Jun 09, 2012 12:38 am

People like to complain....about everything.
Apparently it's become an accepted practice to buy a game and then complain, whine, and claim mechanics are broken, overpowered, or underpowered if things don't work the way the individual buyer wants them to work.

For examples, see forum posts on leveling, destruction, hand to hand, perks, skills, dragons, voice-acting, grahics, guild quests, crafting, city sizes, difficulty settings, armor, lockpicking, stealth, ....i could go on but I think you get the point.
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BaNK.RoLL
 
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