Never at one point ever has a fetch quest? And when I mean fetch quest I mean either:
- A: Talk to person A, they tell you to go to person B and person B gives you something to give to person A.
- B: Go kill this, acquire this and give it to me.
Never at one point ever has a fetch quest? And when I mean fetch quest I mean either:
" Pretty sure RPG's revolve around fetch quests. Yet people (weeaboos) insist that many RPG's are always so original.... "I like JRPG's more but trying to say that one is VASTLY more different than the other outside of the story and maybe the battle system is crazy.
" that's the basis of every game ever "Not Mario. You dont HAVE to collect the coins.
" @Leafhopper: GET OUT OF MY HEAD!!!!!!!!!!!
http://www.giantbomb.com/forums/general-discussion/30/the-future-of-gaming-no-chores/486034/the future of gaming? no chores! ^^^^^ "
you are correct to point out that my old thread is not a proper response to the OP, but I kinda got the feeling we were coming from the same place.
and space mining (pauses to reflect, gets violent, and murders puppy) can really be a metaphor for aa'gidpjhladsfk;gaSDGASDG
sorry. i thought about space mining again.
what i meant was WHY BIOWARE WHY DEAR GOD DID SOMEONE INVENT SPACE MINING, GO TO THEIR BOSS, WHO SAID "YES, THIS IS GOOD LET'S SELL THIS SHITTWAETAWTRASDFASDGASDFASDF"
sorry. i'm composed now. ok.
what i meant was that "space mining" could stand for anything included in a game which isn't actually fun, which i call chores.
I think that the first Diablo might be qualified for this from what I remember though it is RPG lite. You might also look at the other early RPGs on the PC but considering how often you see the fetch idea in tabletop RPGs the closest thing you might find is something where the item is automatically delivered to the person then they just give you the next mission.
There weren't a lot of fetch quests in Final Fantasy XIII, but to fair--there weren't a lot quests in that game either.
Early PC RPGs where you just have combat and little else, strategy RPGs, grindier JRPGs like Persona. Although with many RPGs, the fetchier quests are sidequests you don't have to do.
Games are like giant fetch quests that have different textures. Pitfall! was just "run collect treasures". God of War was just "Kill these fools". Halo was just "Shoot aliens". Portal was just "get to the end of this hallway". Every game ever made can be stripped down to this most basic of concepts. The difference in how the developer creates the world (both technically and cosmetically) around these "fetch quests" is where we divide the difference between a good game and a bad game. This idea can only be applied to games that have a finish. So you cant apply this to the multiplayer portions of most games as those never really "end". Moreover, this idea does not apply to games that dont have a purpose and when phrased like that I can argue that they cannot be considered a game.
Every RPG of the modern era at least has some fetch quests, but if you want fetch quests of nightmarish proportions, Temple of Elemental Evil does that really well, as the initial town you are in is basically full of them so you can get your party to level 2 so you won't die horrendously. It's something that the New Content version of the Circle of Eight fixpack remedies, by adding a new area with some lower level enemies for your party to kill, with enough EXP to get to level 2.
" Games are like giant fetch quests that have different textures. Pitfall! was just "run collect treasures". God of War was just "Kill these fools". Halo was just "Shoot aliens". Portal was just "get to the end of this hallway". Every game ever made can be stripped down to this most basic of concepts. The difference in how the developer creates the world (both technically and cosmetically) around these "fetch quests" is where we divide the difference between a good game and a bad game. This idea can only be applied to games that have a finish. So you cant apply this to the multiplayer portions of most games as those never really "end". Moreover, this idea does not apply to games that dont have a purpose and when phrased like that I can argue that they cannot be considered a game.Well at least you understand you're trolling. Cus yeah, if you can't imagine a world where games don't feel compelled to add quests that amount to "talk to one person, go to other town, talk to another, quest over" then that's a sad world you live in. A dev leaving that shit out of their game would show a level of respect to the player; that the player doesn't want to do some chore just because it takes very little time to add to the game. Know what else would take very little time and make a game take longer to finish? Bad design. Not including quick travel, not being clear about where you should go next. Plenty of shitty games take forever between bad design padded with fetchquests.Ok, that sounded a little bit like a troll response so I just wanted to say that, yes, fetch quests are common RPG mechanics but fetch quests are also common game mechanics (at least by your definition). It's the games that make take these boring concepts and turns them into something interesting and gives an invented sense of purpose that people will consider great or fun. Pitfall!, GoW, Halo, and Portal are all great games because they take a simple concept but make it interesting and engaging for the player. I dont think I answered the question in the OP but more or less gave my opinion on fetch quests..."
" @Patman99 said:What I was trying to say was that when you reduce a game to its barest form, it is very simple. It is all the tweaks and changes that a dev makes that turns a game into an interesting piece of art. For the most of games with a story, the majority of the time you are trying to get from point A to point B and what is in the middle of those two points that makes a game interesting or compelling to play. Now that is not to say that there is not a point C, point D, ect. I agree that some developers add unimaginative fetch quests to make their game longer or whatever (A good example is Two Worlds II) but I did not say that every game has boring fetch quests. Also, when I mentioned I was "trolling" I meant that my response sounded a little jaded and "holier then thou" in the sense that I was reducing every game to a simple mechanic but my sentiments were sincere and not meant to offend for the sake of offending. I completely agree that when a dev leaves boring ass filler out of a game shows respect for a player." Games are like giant fetch quests that have different textures. Pitfall! was just "run collect treasures". God of War was just "Kill these fools". Halo was just "Shoot aliens". Portal was just "get to the end of this hallway". Every game ever made can be stripped down to this most basic of concepts. The difference in how the developer creates the world (both technically and cosmetically) around these "fetch quests" is where we divide the difference between a good game and a bad game. This idea can only be applied to games that have a finish. So you cant apply this to the multiplayer portions of most games as those never really "end". Moreover, this idea does not apply to games that dont have a purpose and when phrased like that I can argue that they cannot be considered a game.Well at least you understand you're trolling. Cus yeah, if you can't imagine a world where games don't feel compelled to add quests that amount to "talk to one person, go to other town, talk to another, quest over" then that's a sad world you live in. A dev leaving that shit out of their game would show a level of respect to the player; that the player doesn't want to do some chore just because it takes very little time to add to the game. Know what else would take very little time and make a game take longer to finish? Bad design. Not including quick travel, not being clear about where you should go next. Plenty of shitty games take forever between bad design padded with fetchquests. "Ok, that sounded a little bit like a troll response so I just wanted to say that, yes, fetch quests are common RPG mechanics but fetch quests are also common game mechanics (at least by your definition). It's the games that make take these boring concepts and turns them into something interesting and gives an invented sense of purpose that people will consider great or fun. Pitfall!, GoW, Halo, and Portal are all great games because they take a simple concept but make it interesting and engaging for the player. I dont think I answered the question in the OP but more or less gave my opinion on fetch quests..."
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