A Quests Board - Whats your Suggestion ?

Black Pagan

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Here is a Feature that I have been planning for my Puzzle / Combat / RPG Tower Climb Game - A Quest Board. While the main purpose of a quest board in most games is to provide you Side quests, I intend to make it one of the Main Features of the Game, Which lets you continue the Story-line.

To simply put it - A Quest Board will be a Compulsory element of the Game on every Floor of the Dungeon Tower, You need to finish "x" number of quests to gain access to the Floors above, The Difficulty and Number of Quests increase as you keep climbing the Tower (At a very minimal pace).

I'm aware not everyone likes to do multiple Quests so I try to keep the Quests to a very minimal amount - Lets say you need to finish 1 Quest from 3 different optional ones which won't just be Kill quests but also things like - "Solve a Mystery", "Find a Hidden Item", "Hunt down a Rare monster".

Now i have a few questions regarding this :
- What do you think of such a Mechanic ?
- How can I make the Quest Board more Attractive and Interesting to Players ?
- Can you suggest any alternatives for the Quest Board while retaining the "Compulsory Quest" Feature ? (I'm trying to avoid using NPCs because its a Dungeon).
 
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Andar

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Quest Board more Attractive and Interesting to Players
it was never the quest board itself that was the problem - after all it's easier to get quests from a board than to search around towns for NPCs that give quests.

The problem is the kind of quests that those boards offered. They were often automatic and repetive "fetch X of Y", and that is boring to everyone after the first dozen cases.

Make the questboard give a story for each quest and make the quests more diverse and a lot of the problems will be gone. You'll still have to get the people to look at the questboard to see that it is different in your game however, some people are so tired of automatic quests that they don't look at the board without a hint to it.
Something like the NPC saying "I placed the quest to free my kidnapped daughter with the adventurer's guild" or something like that.
 

TheoAllen

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Scenario. Gives the quest a scenario. It will make the quests more interesting. The main goal could be a boring fetch something x times, but you can spice it up by creating a scenario.
 

xDRAGOONx

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Maybe have some floors that don't have quests and focus on something else for a short time, exploration, character progression, R&R. You could have different themed floors, say a quest floor like you already have, a battle floor where all you have to do is get to the staircase but there's a battle every other step, maybe a timed floor that just takes you to the next when the timer expires. I like the idea of a quest board as the core element, these are just some examples that came to mind when I thought of breaking up the monotony of using it on every floor.
 

HumanNinjaToo

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I think just getting quests from the board, over and over again, could become repetitious and tedious. I mean, how many different types of quests can there be? I think you'd most likely get stuck on repeating the same dozen quest types again and again. One of the things that naturally breaks the repetition of questing, if done well, is mingling the story in with the questing. So if you're not careful, I think it could be easy to miss that story mingling if the player is continuously going back to a quest board throughout the game. However, I'm a firm believer that anything can work if it's implemented in the right way. I would just say get it tested by other people before you get too far. You don't want to put a hundred hours of development into something to find out that nobody else likes it that much. Good luck!
 

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