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Old 07-31-2008, 02:44 PM   #4412 (permalink)
Maleficence
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Join Date: Dec 2003
Location: Escazú, Costa Rica
Posts: 268
+5 Internets
Quote:
Originally Posted by Grave View Post
Of course, on the flipside it could prevent the player from experiencing the quest storyline the way it was meant to be told. For example, if there happened to be 2 or 3 quests leading up to taking out the orc leader, you'd have missed out on those. It would be difficult for the developers to make that work right.
I'm all for story lines, but seriously you've lost my interest in the story when it starts off with: "Help us, a Big Orc Boss is threatening our village." and I've already killed off Big Orc Boss. At that point, I'm annoyed more than anything, as the game has made two things clear:
a. the story is bullshit.
b. my actions in the story are bullshit.

So unless the writing is so superb or the story so engaging that I'm just aching to read the next part, I've lost all my motivation story-wise. The only motivation left is getting the quest reward, which is a game play aspect.

If they want to tell a story I think there are better mechanisms, where the story revolves around your actions. Hence there is no Big Orc Boss roaming around unless you've triggered it as part of the story you're developing. Otherwise, if my actions have no impact other than advance to the next wall of text, what's the point?

Finally, you can still relate the story even if you've completed the objectives. "Thank you, Big Orc Boss had been terrorizing our village. Have this as your reward." Same message conveyed, just in a different manner to suite the situation.
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Last edited by Maleficence; 07-31-2008 at 02:46 PM..
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