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Bad Quest Design Trends

bad quest design trends group discussion

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#31 Moon

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Posted 23 November 2014 - 05:26 AM

I don't think that quests loaded with scripts really enhance the experience. There is many quest without scripts or limited script use I would consider better than quests loaded with scripts.

 

They can enhance the experience, but the experience as a whole should be good without relying on them.


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#32 Joelmacool

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Posted 23 November 2014 - 07:12 AM

I Like Bad Trends, but normally they are made by me :D

I hate games that just puts random stuff everywhere, like DayDay and Links Bad Trip.
DayDay 2 also did this and DayDay 6 also did this, I think it needs to stop and people should stop adding green cacti and other stuff in their games.
Thank you for reading
 


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#33 Shane

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Posted 23 November 2014 - 07:12 AM

I Like Bad Trends, but normally they are made by me :D

I hate games that just puts random stuff everywhere, like DayDay and Links Bad Trip.
DayDay 2 also did this and DayDay 6 also did this, I think it needs to stop and people should stop adding green cacti and other stuff in their games.
Thank you for reading
 

I agree Joelmacool.


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#34 Moon

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Posted 23 November 2014 - 07:15 AM

igreweit u


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#35 BigJoe

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Posted 23 November 2014 - 08:57 AM

I'm more hung up on Bad Critique Trends. Too much passive aggressiveness. If my quests are bad, drop a bad review on me. I'll try not to get butthurt about it.


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#36 Deedee

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Posted 23 November 2014 - 11:42 AM

Honestly, any quest where you, say, pull a switch or go through an incredibly long hallway, only to die, and have all that progress reset. Darkflamewolf's and Peteo's Lost Isle had this in atleast 2 levels, Most noticeably the Ebenar (Ancient) Temple (and to a certain degree, Bhalstok Castle). Really, can you atleast let me stay on the Dmap that the water is lowered in, Please? That would have made the level a lot less frustrating.



#37 TheLegend_njf

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Posted 23 November 2014 - 12:12 PM

NJF- I feel like all your points apply to my demo XD
I'm starting to see that parts of my game have some serious problems.
-Strike


I don't even remember your demo, sorry. :( Also, sorry if you felt I had your demo in mind when I shared my thoughts.

#38 strike

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Posted 23 November 2014 - 01:48 PM

I'm not offended, just realized I had made many of the mistakes on your list.

#39 Rambly

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Posted 24 November 2014 - 04:22 PM

people who think that quest design can be boiled down to rigid "do-this don't-do-this" rules
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#40 Dawnlight

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Posted 24 November 2014 - 04:40 PM

people who think that quest design can be boiled down to rigid "do-this don't-do-this" rules

It's sad that this is true.



#41 TheLegend_njf

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Posted 24 November 2014 - 07:02 PM

I am not certain the discussion here is even following (or has ever followed) the topic title. Instead of defining any trends what so ever, it seems instead we have just shared concepts and ideas that went wrong or just plain frustrate us. Making me wonder if half the things mentioned here are actually even trending at all.

Just a thought.

I'm guilty of this as well, but I've now seen less value in this topic in general as most things I've read here seems to be very subjective and opinionated. It's a shame because this topic had good intentions.
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#42 Old-Skool

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Posted 24 November 2014 - 07:48 PM

I'm... actually kind of surprised. 

Poor trends are something which had contributed to my inability to create areas, without them appearing at least somewhat linear. But then I realized even some great mazes are at some base level, linear! They might deviate once or twice for important reasons, but they generally are still held in good regard. This was something I generally feared people would dislike about quests, but I don't think anyone has mentioned it.  I can understand hating too much linearity of course, but in all actuality this is quite calming to read.


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#43 Jared

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Posted 24 November 2014 - 10:08 PM

The only one that currently comes to mind is style clashing.


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#44 Haylee

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Posted 25 November 2014 - 12:03 AM

Now then, this is something I'm straight up expecting backlash, unless I explain myself: Open Corners. You can say it's not a big deal for how the screens look, but I feel that's not the issue I'm trying to address. Unless you set a rule that I'm not particularly a fan of, if you're in the corners, you can't do anything whatsoever with your items, which can very easily be used to keep a player to be stuck. Yes, there's a rule for this, but it's a rule that I don't use, since I'm not that big a fan of it.

 

Plus I think it just looks awkward.

 

people who think that quest design can be boiled down to rigid "do-this don't-do-this" rules

I'm thinking I'm partially guilty of this, though in a way, I feel I'm not. When there's something I considering bad quest design, I refer to it as something that is generally frowned upon, instead of bad. My reasoning for doing this is, well, if you can take something that's considered bad design, and think of a creative way to fix that, well, you're good to go.


Edited by Nexas, 25 November 2014 - 12:10 AM.

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#45 Mero

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Posted 25 November 2014 - 12:52 PM

Trying to please everyone else instead of making the quest you wanna make the way you want to.

Nailed-It.png

 

As for the script stuff Dawnlight brought up. My current project has almost entirely scripted enemies. Why? To make them as authentic to the originals "it's a remake of Zelda 2" as possible. Others fix bugs, some handle SCCs, and a few are for Custom Items. But as heavily scripted as this quest is. Those scripts give authenticity to the original enemies and items from zelda 2 which cannot be accomplish with ZC's normal engine.


Edited by Freya, 25 November 2014 - 01:03 PM.

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