Quest Structures

 

2006/04/25

 

I can imagine four main types of quests in a roleplaying game:

 

 

Would something like this really be so hard to implement? If you're a developer who already has a quest system for a roleplaying game, why would you make every quest about killing something when you so obviously don't have to? Why not offer a balanced mix of quest types so that the game world is inclusive?

 

On top of that structure I'd suggest offering three levels of quest:

 

 

Combining the four types of quest with the three levels of quest could provide structure for thousands of hours of entertainment for all the major playstyles. A good saga designer could produce quests that allow different playstyles to support and even enhance each other, making everyone's play experience more satisfying.

 

So why treat combat like it's something special? It's not; it's just one piece of a puzzle -- leave out the other pieces, and the picture's not complete.