However, I'm more willing to push myself to progress in a difficult quest if there's more story at the other end. I gave up on Origin because I got tired of the difficult dungeons (in easy mode!), and basically got bored with it. I brute-forced my way through most of HoD until I hit level 8 (where I gave up after dying in that stupid room with the spikes and blowers about 20 times, and never made it through) because I wanted to keep the story going.
Another thing I'd like to point out that I forgot to mention is to keep it linear at the beginning. The amount of access the player has to the world should be linear at the beginning, and broad at the end. The reason for this is because if you give the player too much to start with, they won't really know what to do with it all. If you look at games like Ocarina of Time or Metroid Prime, or any decent game that involves world exploration, you'll notice that you're always very limited at the beginning, and when you do finally get access to the "big world", you're told where you're supposed to go at any given point until you're familiar enough with the world that you can go exploring without getting lost.
... Even if the original Zelda didn't do that.
I tried Lost Isle, which doesn't seem to do this either, and the world is so big that I must have explored for several hours without ever figuring out what I was supposed to be doing. So I eventually got bored and gave up.
But I still think that having a compelling story is one of if not the biggest incentive for me to play a quest.
Edited by Aeon, 19 October 2007 - 06:45 PM.