What Are Some of Your Favorite RPG Quests?
Ryosen asks: "The current issue of PC Gamer Magazine has a rundown on the MMORPGs due out this year. Reading over the list of hopefuls and checking out some of the websites and comments, I continually ran across complaints from players about the tedium in a lot of the quests from various games. These are typically of the non-imaginative 'take this message to that person' variety, or 'go kill 4 of these creatures' sorts. Obviously there have been some great quests and plots in games of the past and, with so many new RPGs in development, I thought this would be a great time to reminisce over some of our favorites. Who knows? Maybe some of those designers might find some inspiration for their upcoming creations."
I never get bored playing BG2.
Without a doubt, the best Quest I have ever played is Star Control 2. Its source code has recently been released and ported to modern platforms, too, now known as The Ur-Quan Masters.
Disclaimer: I deny all responsibility for the days/weeks of "wasted" time if you decide to download this game.
There is one quest where you have to sell a 5 lamps to dupbears. The problem is, they speak their own special language where you just get a basic vocabulary for, and you have to chat with them for a while before you can get pitch your wares. Probably the nicest quest in the game.
Anyone remember the mission where Admiral Harkov sends you and your wingmen to inspect an asteroid field (which turns out to be a mine field) to get rid of you, then you had to fight your way out of it alive to report his betrayal. I still remember how angry I felt the moment in mid-flight when I realized the trap. Touches like these really forced you to take part in the storyline and personalize the conflict told in the game. Oh, and the moment of sweet revenge at the end of the campaign when Darth Vader says "Welcome Admiral Harkov, we have a matter to discuss.". That's what you get for sending me into a death trap sucker!
Is completing all the quests in Adventure (Atari 2600) to kill the gold dragon.
All of the quests in that area are nice but the best is helping a zombie remember her name. It has multiple solutions and none of them involve killing anything just making what you think is the best choice.
Same as, what can chance the nature of a man. That one had me really thinking about what to answer. It doesn't matter of course as the game continues on the same path but I felt the 'right' response was important.
Those are the best quests for me. When you can make choices that perhaps don't 'matter' but wich you feel are the ones you can live with. When you choose a response not based on loot or XP but just on roleplaying THAT is when a RPG is at its best.
Vampire Bloodlines has another quest like that. You come across an apartment of a prostitute and can read her diary where she talks off how she hates the live but has met someone nice. It also becomes clear that some vampire has infected her and her new love with a deadly disease. She is dying and you can talk to her to find out more. Depending on your race of vampire you can comfort her by pretending to be her love. It doesn't do anything. Just feels right. As the mad vampire race you even have some very poignant observations to make.
Nice. When I went to slay the vampire that infected her it wasn't for the XP.
MMORPG's rarely if ever can achieve this. How can they? It would ruin the moment of her passing away if there was a line behind you waiting to talk to her as well. The nameless zombie would be more comedy for having thousands of people tell her her name only to forget again.
A truly great RPG is about roleplaying, where you make your choices based on the character you have chosen to play. To me a that would mean that an evil character would indeed have more wealth and power but also find himself ultimately alone with noone to trust.
BUT a purely good character would be poor (not nice to accept a widows wedding ring as payment for rescueing her childeren) and ultimately just as alone as a purely good character could never tolerate say a thief in his/her party.
For me a true MMORPG would have 3 alignments. Good, evil and the most common one. Slightly evil. The alignment most of us have in real live. Make a player pay throught the nose if he wants to play a dogooder. Make evil characters outcasts from society who like real criminals have to spend much of their wealth in bribing people to be their friends.
Oh and stop it with the quest que. It ruins it when a dozen people are getting the same quest if everything in the story suggests that the quest should be unique.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
Getting the Babel Fish in Hitchhiker's Guide to the Galaxy! Ya, it's not technically an RPG but it's a great quest.
I've played and loved dozens of pc and console rpgs over the last 20 years and I'm amazed that I can't recall a single 'quest' I enjoyed. I guess I always thought of quests as a chore separating me from a better sword or more xp.
I do however have many fond memories of 'quests' from pen and paper RPGs like AD&D, or Shadowrun, or Star Wars. Actually I can't remember any that were boring!
I wonder if I'm the only one who feels this way...and if I'm not...why then are pen and paper 'quests' so much more memorable than their pc counterparts? Maybe 'quests' were one of the things that never succesfully transitioned from the table top to the screen?
Beta testing auto-assault this weekend leaves me feeling the exact same way as the article describes, I'm jumping from one mission to the next without even reading what they are about =(...and I couldn't care less. It's a far cry from the glory days of pen and paper...the progenitor of all computer RPGs.
The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
Tie Fighter really did kick so much ass it's not even funny.
Tie Fighter really did kick so much ass it's not even funny.
True. The games that came after that (X-wing vs Tie Fighter and X-Wing Alliance) were good too, but Lucasarts hasn't done anything in that vein for a long time. I really wish they would though. It would give me an excuse to dig out my old joystick. They have roughly 20 years between the end of Episodes III and IV that they could develop.