Quests Done Right and Wrong

Post » Fri Jun 08, 2012 5:09 am

This thread is about quests that you like and don't like. Please keep things very generic to avoid spoilers. No need to mention any quest by name or get specific.

An example of a similar quest done right and wrong:

Wrong:
in one quest line I am told to kill someone. I get a reward item if I do. When I am at that point I am already holding an item that will transform into the reward item. Said item is heavy and a quest item, so I will never be able to drop until I complete the quest. The quest requires that I bash in the skull of of a helpless man. There is absolutely no option not to do this. No ability to forego the reward, drop the heavy, useless quest item, and walk away. IMHO this is an example of role play killing, unimaginative, quest writing.

Better:
Another quest line and I am told to kill someone (seems to happen a lot :)). Here I am given the choice of killing said someone or letting him live and lying about it. Much better! I can continue with the quest line while still being provided some role playing options.

Best:
Could the above quest have been made better still? Sure. My lie could have been checked based on speech skill. Maybe there could have been consequences for the lie (i.e. making a skill matter). For example: the quest still completes and the quest line continues,but my completion reward is forfeit and my status with the faction takes a hit. Perhaps if my status takes enough hits the faction turns against me and the quest line terminates that way or goes down an alternate path.

Here's hoping for better quest writing in TES 6
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Claire Mclaughlin
 
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Post » Fri Jun 08, 2012 9:18 pm

Why is this in the mods section? The complaints section is usually reserved to the common areas. Modders will make quests the way they want to, Bethesda will make quests that flesh out areas of the game they wish to expand upon, while doing so in a manner that balances their resources against the necessity for completion of the game. The only way you will end up with your perfect vision of a quest is if you take the time to learn the scripting language, download the CK when it is released, sketch out an idea for the quest, and then actually implement it. I'm sure even you will find doubters in the prowess of your quest making skills.
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Annick Charron
 
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Post » Fri Jun 08, 2012 6:48 am

Don't be forgetting DLC or mod content.
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Carlos Rojas
 
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Post » Fri Jun 08, 2012 8:25 pm

If the first quest is a Daedric Quest (It seems to be) there is little room to not do what a Daedric God asks you to do or to lie to them.
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Robyn Howlett
 
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Post » Fri Jun 08, 2012 6:47 am

If the first quest is a Daedric Quest (It seems to be) there is little room to not do what a Daedric God asks you to do or to lie to them.
^
This, how would you roleplay "lying to a Daedra lord?" by dying?

Most of the quest in Skyrim is done in your "Better" standard; although I'd really like the "Best" way this time Bethesda did it right? :P
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James Rhead
 
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Post » Fri Jun 08, 2012 1:55 pm

If the first quest is a Daedric Quest (It seems to be) there is little room to not do what a Daedric God asks you to do or to lie to them.
And I really can't figure out why people have a problem when the god of domination forces them to execute a high ranking priest of the god of deceitful murder.

As is his nature, he was straightforward and explained what he is going to do - beat that blasphemous murderer with his own weapons.
Why are you doing his quest?

And remember: Quest items are weightless.

Still, I agree that there should be an option to quit a quest when your character simply decides to walk away, but in this case it would have to be *before* you tricked the guy to show up for his execution. Of course it would be great if you could betray Molag Bal and side with Boethiah, but you'd very likely end up having to kill that guy anyway. Molag Bal wants him punished, Boethiah simply enjoys a good murder.
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lolly13
 
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