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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."

15 of 229 comments (clear)

  1. While in Final Fantasy... by MrChom · · Score: 4, Funny

    ..I loved the "Scream every time you hit a random battle" quest. I used to go back over and over just to play that!

  2. Baldur's Gate 2 by jspayne · · Score: 4, Interesting
    The variety and complexity of the quests in Baldur's Gate 2 make me long for the days when there were real RPGs. The quests were very political (taking sides with different factions), and had consequences for your choices. I loved the class-specific quests with the "stronghold" rewards - a great sense of accomplishment, even if the nature of the quest was kill'em all. And the romances - again, making you choose between potential mates, and then behaving in a way that character would want from you. Perfect.

    I never get bored playing BG2.

    1. Re:Baldur's Gate 2 by Donniedarkness · · Score: 4, Insightful
      Agreed. Baldur's Gate 2 was so good that Neverwinter Nights DISSAPOINTED ME. The quests were interesting, the characters were interesting... I always got very into the storyline (and the comedy was such that it didn't feel out of place... Boo rox ^_^).

      In my mind, Baldur's Gate 2 has not been outdone yet.

      --
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  3. Involve players in the epic storyline by Metasquares · · Score: 5, Insightful

    I used to GM an Ultima Online shard. The most successful quests tended to be the ones that involved players in the storyline, bringing all of UO's lore into play and allowing them to mold the shard's future lore. These quests tend to be deeper, darker, and more dangerous than your run-of-the-mill "kill these monsters" quests. You can drag some of these storylines out over multiple quests spanning long periods of time, too.

    That's if you're talking about GM-run quests. If you plan on automating your quests, you're going to be kind of doomed from the start. Anything automatic will eventually become boring to players.

  4. Star Control 2 by SashaM · · Score: 4, Interesting

    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.

  5. Legend of Mana by JensR · · Score: 4, Interesting

    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.

  6. Returning back to real life ? by AwaxSlashdot · · Score: 4, Funny

    This is the most challenging quest I ever faced !

    AWx

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  7. Admiral Harkov's betrayal in Tie Fighter by canozmen · · Score: 5, Interesting

    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!

  8. Planescape: Torment by circletimessquare · · Score: 4, Informative

    http://www.gamespot.com/pc/rpg/planescapetorment/

    the whole game is unique and unlike anything else i have ever played. the "choose between 4 relies" thing gets tired after awhile, but for sheer inventiveness, 5% of this game is more creative than 5 other videogames put together

    --
    intellectual property law is philosophically incoherent. it is your moral duty to ignore it or sabotage it
  9. Re:My old time favorite... by gEvil+(beta) · · Score: 5, Funny

    "Somebody get this freaking duck away from me!"

    --
    This guy's the limit!
  10. Final Fantasy VI - The Opera by zzz1357 · · Score: 4, Insightful
    Celes's performance at the Opera House is the number one quest in my book.

    It's so beautiful, but sad, and it foreshadows what happens during the second half of the game. Arguably the most famous sequence in the game, in 2002 Electronic Gaming Monthly declared the opera scene one of the "20 Greatest Moments in Console Gaming."

    --
    You can't add pianos and telephones.
  11. Easy by SmallFurryCreature · · Score: 4, Interesting
    In Planescape Torment you come across a society made up out of ghouls, skeletons and zombies. No it is not hack and slash time, well you can but then your playing the wrong game, but the 'quest' is not to do the 'quest'. You can find out the truth of their 'god' but that would destroy the carefull balance that makes this undead society work.

    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.

  12. BG2 vs NWN by MattW · · Score: 5, Informative

    BG2 was unquestionably the better RPG if you just bought them and wanted to play through them. However, BG2 inspired, as the poster said, the urge to "play through it over and over again". But NWN was never meant just as a single player game, and honestly, I believe that the reason NWN's single player campaign was disappointing was just that SO many man hours were put into developing the engine and tools and assets and scripting that there wasn't enough time to create a BG2-like experience.

    That said, if you were willing to look beyond the official campaign, NWN becomes more competitive. There have been a lot of fan-created, really great modules. At the top of my favorites is Adam Miller's Dreamcatcher series. Some people swear by Stefan Gagne's work (which is prolific). Almost everyone agrees that Rick Burton's Twilight/Midnight modules are fantastic. I'm really fond of the Aielund saga.

    Go here: http://nwvault.ign.com/fms/TopRated.php?content=mo dules

    If you have NWN installed. And play some of the top rated modules that sound appealing. There's some great stuff, stuff that you may well enjoy a lot more than the original NWN.

    Bioware, for their part, got their act together a bit for their expansion, Hordes of the Underdark. It had a much more enjoyable single player campaign. Even the developers said that by this time they'd really gotten better with their own tools, the engine was refined, and lots of important art assets (robes, for example) were in the engine.

    Meanwhile, the expandability of this game may never be matched. There is literally tens if not hundreds of gigabytes worth of custom content - tilesets, weapons, icons, creature models (with animations), to say nothing of actual modules. People have hacked in ridable horses. It's amazing.

    Right now you can pick up the NWN Diamond edition in stores and it comes with the original game plus both expansion packs PLUS some of Bio's "premium modules" they sell now.

    Meanwhile, online, you can play with others in a way you never could play BG2. Since the game has a DM client, there are a ton of people running bona fide campaigns. Neverwinterconnections.com is a matching service to hook up people to play together. There's also a list of "persistent worlds" a mile long, some of which actual merit being played; they're like mini-MMOs (or graphical MUDs, perhaps) where 20-60 players will play all hours of the day and you can return and keep playing the same character.

    One ambitious project even attempted to create a huge set of servers which connected the Forgotten Realms all togther (ALFA, although it's sad that enthusiasm and competence don't always go hand in hand, although the Roleplay level there is pretty amazing).

    So all in all, Baldur's Gate 2 for someone who just wanted to buy a game off the shelf and play it was certainly a better game, in my opinion, especially for its time. But NWN quite literallly broke new ground. For those who were willing to go out and look for fresh content and people to play with, it continued to pay dividends. NWN, if you got into it, is probably pound for pound the best value any game has ever delivered. I probably played all the way through BG2 at least a half dozen times, maybe more - there are some good addons for it, including David Gaider's hacks that make some of the "big" fights a lot more difficult, add NPCs and quests, etc. But even still, that amount of time and fun is dwarfed by the play of NWN because of the fact that I can always go grab something fresh. I think you really have to be a fan of that TYPE of game to fall in love with NWN, but if you are, I think it's unmatched on the whole.

  13. Morrowind by jack79 · · Score: 5, Informative

    Not a particular quest in Morrowind but more a genre: the ones that sent you into the Dwemer ruins. The quest objectives themselves were pretty superfluous but I loved the mystery and dank beauty of those deserted underground cities. All that steam-punk machinery sitting there with no explanation, the robotic spider guards etc. Amazingly atmospheric and it drew you into the of the world without ever providing nicely packaged answers about the Dwemer disappearance, or even shouting "Hey, guys, the Dwemer have TOTALLY DISAPPEARED!" It was just this puzzling aspect of the world that you could either safely ignore or get really intrigued by.

  14. The Glow by necrognome · · Score: 4, Insightful

    I will never forget the Glow in Fallout. The atmosphere and music were perfect, and I loved the way in which the veil was peeled away from the game's storyline.

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