If a quest explains the plot in the beginning and end of the quest in the most elaborate detail you could possibly get, would it be considered story-driven IF it doesn't go anywhere in between?
Posted 02 September 2014 - 01:22 PM
If a quest explains the plot in the beginning and end of the quest in the most elaborate detail you could possibly get, would it be considered story-driven IF it doesn't go anywhere in between?
Posted 02 September 2014 - 01:24 PM
Well, to put it simply, it needs to be a quest driven by story. So, there has to be a story that persists throughout the game - not just at the beginning and end.
Posted 02 September 2014 - 01:26 PM
I guess I should have asked this before, but if nothing comes in between the detailed story that is told in the beginning and end, then what should it be classified?
To narrow it down, how about a quest that involves traveling through any dungeon in any order?
Posted 02 September 2014 - 01:38 PM
There are a lot of details and qualifications that make up a Story-driven quest, but this is my personal definition...
"A quest where there are is at least one cutscene involving several characters before reaching to the next boss."
If you were able to freely complete the dungeons in any order, then I think you could pull off a story-driven quest by having cutscenes inside the dungeons. Like, say your quest involved a rivalry with a treasure hunter. Then inside a room in the dungeon, there would be a cutscene where they steal an item or something. And unless you use storyline flags, you'd have to make sure the cutscenes would make sense no matter what order you do them in.
Pulling this off is a lot tricker than doing it in a linear quest, but possible nevertheless.
Edited by DragonDePlatino, 02 September 2014 - 01:39 PM.
Posted 03 September 2014 - 02:42 AM
Imo, this might sound a little crazy, but a story driven quest is a quest that tells a story...
A large part of what makes a story driven quest story driven is detailed character dialogue, major events that change how the character views the world, or a character passing away. Just a few things.
Edited by Valientlink, 03 September 2014 - 02:43 AM.
Posted 03 September 2014 - 04:10 AM
I think it should be noted that one can create a completely story-driven game without having a single line of dialogue. Not that I've seen any quests really pull this off, but it's worth taking into consideration games like Journey, which are obviously telling a very deep thematic story, yet it accomplishes this through nothing but visuals and musical cues. There's no reason this can't be done in a quest.
As to what makes a story driven quest, I think that's something that's open to interpretation. It really depends on how you define your story, but if you're wondering what you should label your quest as in the database, I think from your explanation it sounds more like an experience that focuses on exploration over 'story'. That is of course without having played it myself. What I'd ask myself is this: does the story exist for the benefit or the game, or does the game exist to tell a story? Once you figure that out, you should have your answer. Don't bother with clear cut definitions when it comes to things like this, because there aren't any.
Posted 03 September 2014 - 08:07 PM
"Story driven" means that a primary motivation for the player is uncovering more of the story. Nobody plays Z1 to figure out what happens at the end. (Spoilers: You defeat Ganon and save the princess.) Nobody cares how Pokemon, Super Mario, Castlevania, or Metroid ends. The story is only there to justify the gameplay (and maybe provide thematic continuity), so it doesn't drive the player through the game.
In order to make a story driven quest, the player has to care about the characters. There has to be characters, and they be can't stale archetypal figures, either. They can't just be references to other stories. The player has to want to know what will happen when they reach the end of the dungeon, or when they reach the next town. It's not "what new tool will I get in the dungeon", but "what new power will I discover, and how will that cause this world to change?"
This kind of gameplay is pretty exclusive to dialog, cutscenes, or major gameplay mechanics (like the introduction of the dark-world in ALttP. They could have just made that another part of hyrule.)
Edited by RetraRoyale, 03 September 2014 - 08:09 PM.
Posted 28 September 2014 - 11:10 AM
Well, to put it simply, it needs to be a quest driven by story. So, there has to be a story that persists throughout the game - not just at the beginning and end.
I don't really know how to add it in my likelike game. if and when I finish and it makes with the heart and love and if someone wants to remake the whole thing as delux version with more. then they can knock themself out
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