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So I am of the mind that sidequests should help add to the experience of the game. For instance, I plan to make use of almost all the NPCs that I create for the town/castle area of my game. I am implementing a hidden fame level that will increase each time the player helps out around town. Sometimes this fame will go up when the player completes main story line quests, but it will mostly be reserved for side quest completion, because I want the townspeople to slowly gain respect and trust in the main character.
I am planning to have NPCs change dialogue and offer quests based on the player's fame level. I want the majority of the side quests to be story driven (based on the NPC background/job within the town). The more side quests the player completes, the more side quests will become available.
I also want to add some goodies, as rewards for certain side quests, which may influence how some of the main quests play out. For instance, if you take on a side quest for the local miscreant/thief, and are able to complete it, that character will come back later in the game to give the player another option (like sneaking through an enemy filled dungeon) to complete a main quest, which could then lead to a better reward for being able to avoid contact with particular enemies. But then not killing those enemies may mean they show up later in the game and are more difficult to defeat.
I guess my reason for this topic is for opinions about how others implement an intricate side quest system in such a way that the player is aware that the side quests could potentially matter much later into the game.
I realize I could always type something up on the game features list, whenever this is ready to release. But I've read similar claims that never panned out in the games/demos that I've played.
I'm also not sure about having NPCs having randomly dialogue, like "Remember, your decisions matter, blah, blah."
I think the best idea I've come up with so far is to create a fairly intricate beginning quest, as the game is opening, that allows the player to make some decisions based on how they want to accomplish the mission at hand, and then have the effects of that decision manifest fairly quickly in the beginning of the game.
TLDR - What are ways to show fairly complex side quest systems in a game, and make sure the player realizes that the quests matter?
I am planning to have NPCs change dialogue and offer quests based on the player's fame level. I want the majority of the side quests to be story driven (based on the NPC background/job within the town). The more side quests the player completes, the more side quests will become available.
I also want to add some goodies, as rewards for certain side quests, which may influence how some of the main quests play out. For instance, if you take on a side quest for the local miscreant/thief, and are able to complete it, that character will come back later in the game to give the player another option (like sneaking through an enemy filled dungeon) to complete a main quest, which could then lead to a better reward for being able to avoid contact with particular enemies. But then not killing those enemies may mean they show up later in the game and are more difficult to defeat.
I guess my reason for this topic is for opinions about how others implement an intricate side quest system in such a way that the player is aware that the side quests could potentially matter much later into the game.
I realize I could always type something up on the game features list, whenever this is ready to release. But I've read similar claims that never panned out in the games/demos that I've played.
I'm also not sure about having NPCs having randomly dialogue, like "Remember, your decisions matter, blah, blah."
I think the best idea I've come up with so far is to create a fairly intricate beginning quest, as the game is opening, that allows the player to make some decisions based on how they want to accomplish the mission at hand, and then have the effects of that decision manifest fairly quickly in the beginning of the game.
TLDR - What are ways to show fairly complex side quest systems in a game, and make sure the player realizes that the quests matter?


