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Elden Ring forges a new path in Quest Design

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Redlynne
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Joined: 10/28/2013 - 21:15
Elden Ring forges a new path in Quest Design

[youtube]0LQWH2fa3vI[/youtube]

Recommended viewing for the Content Writing Team at MWM.

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

Huckleberry
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Joined: 01/03/2016 - 08:39
I concur entirely about

I concur entirely about requiring players needing to read quest text in order to know what to do rather than just following quest trackers. If the players are willing to click through the quest text in order to 'get on with it' then you're not going to keep them by making it easier for them to do that. You keep them by getting them to invest more grey matter and, dare I say it, immersion.

I was just playing Secret World Legends with a new character and I was doing a tracking mission in which the UI highlighted the bloody tracks I needed to follow. I remembered doing the exact same tracking exercise in the original The Secret World and there was no UI highlight. There was just the bloody tracks and I remember losing them in the shadows and searching around to pick them up again. As I was playing and remembering that I felt like I was missing out on some of the fun, challenge and the reward that came with it.

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.