I've seen plenty of games being criticised for having "fetch quests" where you go out somewhere, collect a certain quantity of an item then return to the quest giver for a reward. What makes a good quality quest and why?
I've seen plenty of games being criticised for having "fetch quests" where you go out somewhere, collect a certain quantity of an item then return to the quest giver for a reward. What makes a good quality quest and why?
Part of the reason I it ever bother with open world games is because it only ever does three things:
1) quests about getting somewhere and killing someone/something
2) quests out getting somewhere and bringing something/someone
3) cutscenes
Okay, and 4) fancy looking landscapes
I don't want to sound cynical, but what remains if you don't count those four is pretty limited. I don't want to deny anyone their escapism, but I've seen it, played it and got the t-shirt.
Not sure about "most". For every AAA-title, there's a dozen indie games who don't have the budget to create a what I'd like to call "OMFGHHHHHUUUUGGGGGGEEEEMMAAAAAPPPPP!!!!!!".I mean when you get right down to it, don't most games boil down to that? Go there, kill someone. Go somewhere else, find something (or kill someone for it), go to the third place and kill someone else with this new thing you found. Everything else is just decoration.
It's true that open world games ("walking simulators") inform quest design and emphasis is placed on exploration instead of railroading the player through level design. And peppering the open world with fetch quest hooks is a very simple way of (p)adding content and extending gameplay.