What makes a good quest?

What makes a good quest?

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Morrowind was pretty good since you actually had to read the quest and know the landscape to find your way.

Something that doesn't start and end with 0 / "insert number".

Western Elden Ring

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why, Witcher Senses of course

>quest markers telling you which direction to go
>witcher vision telling you which path to take
>fast travel to get you to the objective instantly
>unskippable cutscenes so you don't miss what you're supposed to do
>quest NPCs have 20 different dialogue options so you know for certain why this person needs 5 pieces of leather

Head to the ? and talk to this person. Person asks you to collect 15 things. Collect the things highlighter in the zone on your map. Go back to the person. They say thanks and you get some xp and maybe loot. Repeat 100 times.

what the fuck is "game UX"? user experience? no, nobody could be this massive of a flaming faggot.

the "UX" guy worked on BF2042. let that sink in.

>from drones literal defense over the shit tier quest designs in elden ring is "muh UI"
>quest markers telling you which direction to go
But statues that points literally towards a door is ok.
>witcher vision telling you which path to take
But a candle that then spawns a ghosts to tell you where to go is ok
>fast travel to get you to the objective instantly
What is site of grace and every fast travel in other games works similarly.
>unskippable cutscenes so you don't miss what you're supposed to do
This is true. ER doesn't have much cut-scenes in it.
>quest NPCs have 20 different dialogue options so you know for certain why this person needs 5 pieces of leather
It's call creating a story something that From literally incapable of.

I hate that normalfag retards are going to keep crying about stupid shit like quest markers so fanboy brainlets can ignore the major glaring issues the game has by sweeping everybody into the same "whining shitters" group.

>Ahmed Salama
>Currently works for Ubisoft
>Worked on hits such as BF2042, BFV and nu-Battlefront 2
>Still feels like he is qualified to talk shit about other games' user experience
lol

>1/400 thingies found

You are correct. From Software games do that stuff better and integrate it in the world. People who get frustrated with the nebulosity of the "quests" in Elden Ring are autists who want to 100% everything. A lot of modern western games "theme park"-ify the quest.

>It's call creating a story something that From literally incapable of.

Yeah and most are boring, cliche and shit. Games are good because of the gameplay.

>Any Forums thinks this is a good UX
lmao

The game plays like utter shit and a great deal of the """difficulty""" comes from the clunky mechanics and the atrocious input lag

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that's very bold and arrogant of them to assume they did a good job in the first place

Why would heavy input delay be an issue? It's not like literally every boss in the game has a 5+ hit combo they spam almost non-stop. Elden Ring has the laziest boss design mechanically and anybody praising the bosses in this game is a zoomer faggot who just watched some streamer and doesn't realize how fucking awful these fights are to play.

>statues
Much better, they're part of the world. It's just for crypts anyway, a minority of content, and an implicit reminder for players to go searching. Later on they don't actually point at doors, they just point in a direction obscured by other things.

>where to go
Broad stroke guidance but no detailed path. For contiguous areas e.g. stormveil, no explicit guidance, just a coherent and logical layout that you can piece together.

>fast travel
Actually and issue with this game, makes returning to safety too easy. I would prefer fast travel between sites only.

>Story
Read the descriptions of items and start to add things together implicitly. Stories do not need to be driven by exposition, they also don't need to force your character forward - part of the story is your interaction with the world.

1) Mechanically interesting. A "quest" to kill ten mobs is not particularly novel, and you'd be doing it within the course of regular gameplay anyway. It has to be something different and interesting, enough that you view it as a highlight of some kind.

2) Narratively interesting. Two quests might have the identical gameplay of "go to location X, find the quest item in a confusing environment." However, narratively, that exact same gameplay could be framed as "rescue this civilian that keeps getting lost" or "investigate the mystery of bigfoot" or just baldly state "retrieve quest item at location x." A good quest somehow furthers your understanding of the world and the characters that inhabit it.

No handholding, talking to various NPCs rewards you with info about where to go next, no extremely arbitrary steps, quests are few but meaningful

This is how Devs talk to each other in the office and at conferences. It is fascinating