The more unique quests.

Post » Wed May 18, 2011 9:53 am

Am I the only person that found Tranquility Lane horrible? First time through it was mildly interesting, on any other play through it was a case of "you want me to make him cry?" start heading towards Timmy then say bugger it where's that abandoned house again?

So yes to interesting and unique, but please think of replayability, as Tranquility Lane didn't have any.


The first time through it was awesome, second time not so much.
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Averielle Garcia
 
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Post » Wed May 18, 2011 6:11 am

Or at the end of the game when it gives you the things that happened due to your choices in the game it would state wether the killings stopped or not. If they stopped you'd know who the killer was, if not then you can always replay and try another person. That would add to the whole replay value of the game. Maybe even make it where diffrent things happen when you chose the wrong person. However it was done the only true way to know who the killer was would be by getting the final statement at the end of the game that the killings stopped.

i dont know. theres really two perspectives on this.

perspectives-

1- the player might be totaly pissed that he will never know who did it. he will be stuck wondering if i did the right thing

2- if the player gets it right on his first try, he will speed through the mission in his next playthrough because he already know who did it. also he could look the answer up

i think it would be better left ambiguous though
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jodie
 
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Post » Wed May 18, 2011 6:07 pm

do you mean like solving a murder.

i would love a quest where someone is killed and you have to find out who did it. by following clues and interviewing suspects

it would be even better if who the actual killer was is left ambiguous. like you can accuse any of the suspects and the one you accused is punished, but the game never actually specifies who did it.
therefore its all up to who you believe did it. everyone who plays may have different opinions on who did it and why they did it. it would be fun to argue on the forums about who actually did it.

i would love a quest like this

i think it sounds pretty cool
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Dalia
 
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Post » Wed May 18, 2011 1:58 pm

i think it sounds pretty cool

thanks
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Haley Merkley
 
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Post » Wed May 18, 2011 3:49 am

Am I the only person that found Tranquility Lane horrible? First time through it was mildly interesting, on any other play through it was a case of "you want me to make him cry?" start heading towards Timmy then say bugger it where's that abandoned house again?

So yes to interesting and unique, but please think of replayability, as Tranquility Lane didn't have any.



Yeahhhh I didn't care for it. Even the music was annoying. I felt like strangling June Cleaver after 5 minutes of the tune. As a unique quest bleahhhh

A who dunnit or even a unique monster quest would rock. Were-deathclaw anyone? :laugh:
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Ruben Bernal
 
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Post » Wed May 18, 2011 11:18 am

Yeahhhh I didn't care for it. Even the music was annoying. I felt like strangling June Cleaver after 5 minutes of the tune. As a unique quest bleahhhh

A who dunnit or even a unique monster quest would rock. Were-deathclaw anyone? :laugh:

yep. i love mystery's

especially murder mysteries. maybe its cause when i was little the only board game we had was Clue.

i also really like the 40s/50s Noire detective style so chances are i will get L.A Noire when it comes out

i would kill for my previously mentioned Mystery mission
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Music Show
 
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Post » Wed May 18, 2011 2:51 pm

yep. i love mystery's

especially murder mysteries. maybe its cause when i was little the only board game we had was Clue.

i also really like the 40s/50s Noire detective style so chances are i will get L.A Noire when it comes out

i would kill for my previously mentioned Mystery mission



Hmm how about a combination of unique monster and mystery? Sort of a Phillip Marlow meets the Whatever.
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Marion Geneste
 
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Post » Wed May 18, 2011 4:03 pm

i dont know. theres really two perspectives on this.

perspectives-

1- the player might be totaly pissed that he will never know who did it. he will be stuck wondering if i did the right thing

2- if the player gets it right on his first try, he will speed through the mission in his next playthrough because he already know who did it. also he could look the answer up

i think it would be better left ambiguous though


They could randomize it though, then the perpetrator could be different every time you play it. Or at least a certain number of times.
It would be good also getting the guilt trip for sending the wrong man to his grave, although maybe you could find out later and not immediately as to who really did it.
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Kyra
 
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Post » Wed May 18, 2011 3:20 pm

Hmm how about a combination of unique monster and mystery? Sort of a Phillip Marlow meets the Whatever.

i wanted the killers identity to remain a mystery.

that wouldn't work if the killer was a monster

@liquid pinky- i think it would be better if it was left up to the imagination. i could just imagine the people of this forum arguing over who we thought the killer was. it would be great.

i dont like the idea of a randomizer though.
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Quick Draw III
 
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Post » Wed May 18, 2011 6:41 pm

i wanted the killers identity to remain a mystery.

that wouldn't work if the killer was a monster


Not even the monster was being controlled by someone else like cyberized deathclaws in FO3? Think Hound of the Baskervilles with only the hound being destroyed by not the mad man behind it.
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D IV
 
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Post » Wed May 18, 2011 6:18 am

Not even the monster was being controlled by someone else like cyberized deathclaws in FO3? Think Hound of the Baskervilles with only the hound being destroyed by not the mad man behind it.

im sorry i just dont like the idea.
but its nice to see someone has the same Mystery fascination that i have

@Tekmans below post- i would like to keep the supernatural out of the fallout universe. well not completely but i would want it to be more subtle
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NeverStopThe
 
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Post » Wed May 18, 2011 7:26 pm

A good ghost story might be interesting as well. A ghosts haunts a building out in the desert somewhere and only with help from the Courier can lay it to rest.
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megan gleeson
 
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Post » Wed May 18, 2011 1:21 pm

im sorry i just dont like the idea.
but its nice to see someone has the same Mystery fascination that i have



Meh...a mystery would be good how ever it's done as long as it's done well :)
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Danny Warner
 
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Post » Wed May 18, 2011 4:05 pm

i am probably going to send the idea to whoever is producing the DLC.

hell i would buy a DLC that involved 1 huge mystery quest and maybe a couple unrelated side quests
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Chrissie Pillinger
 
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Post » Wed May 18, 2011 7:25 am

A good ghost story might be interesting as well. A ghosts haunts a building out in the desert somewhere and only with help from the Courier can lay it to rest.


Love it, mystery's are always awesome.
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Brooks Hardison
 
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Post » Wed May 18, 2011 7:56 am

I doubt this is used, and I don't know if the engine is even capable of it, but this is something I always loved. When I was a kid I used to play this series of games called 'Spy Fox'. Anybody who knows what I'm talking about is awesome. Anyway, each playthrough had a couple different ways that the plot could go, and that was randomly determined at the start of the game (and there were a few more variables beyond that, as well). I think it would add a lot of replayability if some factor was random - who killed who, which area has the thing you're looking for, what you need to do for someone to get them to talk - that kind of thing. It wouldn't have to be the whole quest, it could really just be some dialogue. If we're going with a whodunit quest, then you could make it so there's evidence pointing towards every suspect, and just a few lines of dialogue are random that will indicate who the killer is.

So not something likely, but something that mght be fun.
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Karl harris
 
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Post » Wed May 18, 2011 8:56 am

I doubt this is used, and I don't know if the engine is even capable of it, but this is something I always loved. When I was a kid I used to play this series of games called 'Spy Fox'. Anybody who knows what I'm talking about is awesome. Anyway, each playthrough had a couple different ways that the plot could go, and that was randomly determined at the start of the game (and there were a few more variables beyond that, as well). I think it would add a lot of replayability if some factor was random - who killed who, which area has the thing you're looking for, what you need to do for someone to get them to talk - that kind of thing. It wouldn't have to be the whole quest, it could really just be some dialogue. If we're going with a whodunit quest, then you could make it so there's evidence pointing towards every suspect, and just a few lines of dialogue are random that will indicate who the killer is.

So not something likely, but something that mght be fun.

like i said though. i would prefer it to be ambiguous. mainly because it would be fun to have conversations and debates about who did it
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Minako
 
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Post » Wed May 18, 2011 4:40 pm

Anyone remember the Maltese Falcon in the first or second fallout (Don't remember)?

It would be neat to have something like that here, maybe have a Sam Spade (Humphrey Bogart) private detective like character , with unique mystery quests for the player.

It would fit in perfectly with the atmosphere I'd imagine.

Synopsis for Maltese falcon from IMDB "A private detective takes on a case that involves him with three eccentric criminals, a gorgeous liar, and their quest for a priceless statuette." - perfect fit for fallout =)

They should get some writers watching all these old mystery movies for inspiration, quests of this caliber would make this game amazing
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Isaac Saetern
 
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Post » Wed May 18, 2011 8:32 am

It would be neat to have something like that here, maybe have a Sam Spade (Humphrey Bogart) private detective like character , with unique mystery quests for the player.


Yeah, something along the lines of a murder mystery quest, where the killer is a randomly selected NPC each time you start the quest. So the clues and line of investigation you must follow change each time you play it. I like it a lot.
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Beat freak
 
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Post » Wed May 18, 2011 7:21 am

I've got it: How about a quest in Fallout: New Vegas that hinges on a casino game, where you're forced to play for your life.
It could be called, "Poker Face" or "Something Up Your Sleeve".
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christelle047
 
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Post » Wed May 18, 2011 9:35 pm

Yeah, something along the lines of a murder mystery quest, where the killer is a randomly selected NPC each time you start the quest. So the clues and line of investigation you must follow change each time you play it. I like it a lot.

i have said it before and i will say it again.
AMBIGUITY IS BETTER.
that way you really have to think when you make your decision on who you think it is.

plus just think of the arguments and discussions it would cause to form on the forums. i would love to have debates about who i thought did it and compare it to what someone else thought
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djimi
 
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Post » Wed May 18, 2011 8:43 am

I doubt this is used, and I don't know if the engine is even capable of it, but this is something I always loved. When I was a kid I used to play this series of games called 'Spy Fox'. Anybody who knows what I'm talking about is awesome. Anyway, each playthrough had a couple different ways that the plot could go, and that was randomly determined at the start of the game (and there were a few more variables beyond that, as well). I think it would add a lot of replayability if some factor was random - who killed who, which area has the thing you're looking for, what you need to do for someone to get them to talk - that kind of thing. It wouldn't have to be the whole quest, it could really just be some dialogue. If we're going with a whodunit quest, then you could make it so there's evidence pointing towards every suspect, and just a few lines of dialogue are random that will indicate who the killer is.

So not something likely, but something that mght be fun.


Ofcourse it's capable of that. It'd be a [censored] to script because of the so many endings, and I really svck at quest making, otherwise I would totally make this. The script itself however, is fairly simple :)
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Chase McAbee
 
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Post » Wed May 18, 2011 8:13 am

I'd rather see an icarnation of
Whodunit?

Best quest in Oblivion
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Jason Rice
 
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Post » Wed May 18, 2011 5:59 pm

Best quest in Oblivion

agreed they should really bring that quest back

it could be set in a large mansion in the middle of the dessert with nothing else around
and to the people who dont know what quest im talking about think of the book "And then there were none" and you play as the murderer
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LuCY sCoTT
 
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Post » Wed May 18, 2011 11:54 am

no just no i hated tranquility lane as a quest but the killing devorce and beating the hell out ov timmy was fun
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Bad News Rogers
 
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