By using this site, you agree to our Privacy Policy and our Terms of Use. Close
pokoko said:
Teeqoz said:


Actually, I think I could write a good quest about fetching insulin in Dead Island. Make it so that the person who you're fetching it for has a supply somewhere, then when you find that supply, you find that it's empty. You investigate, and you discover that some person has stolen it, so you go searching for the person. The thief turns out to be a kid that needs the insulin. He might not die without it, but it certainly wouldn't be good for him. You then have to make a choice. Make him return the insulin, and finish the quest, thus getting the reward (which should be rather good to make this choice more difficult) or let the kid keep it but miss out on the reward. It might not fit perfectly in the world of Dead Island, but in a game that doesn't take itself too seriously at most times, something like that might seriously impact you. Imagine if you chose the "make him return the insulin" option, and later on in the game you hear about a boy with diabetes dying from lack of medication? Or if you chose the "let the kid keep it" and you later find out he's actually a bad person that goes around stealing medication from around the island. Not to applaud myself, but I think that'd actually be pretty darn cool.

That is pretty good.  It's certainly better than just another fetch quest. 

That's what I mean when I say I would take less filler quests in exchange for higher quality filler quests.  They could add some steps or give it some consequences.  I especially like when your reward isn't just something they give you but something you obtain from the quest itself or that your actions help in creating.  Like, "if you go to my house and rescue my cat, you can have my handgun in the closet."


Yes exactly, they need to srinkle it more with believable but unique situations (What counts as believable of course varying from game to game). In Skyrim I'd live to have a quest where a meteor had crashed, and you go to the site to check it out, then xxxxxxxxx (I'm not sure what) happens, and you make a badass and unique sword out of the meteor. And it would be completely void black. Mmm..... Soo cool.... Uhm, sorry, got lost in my imagination a bit! But yeah, side quests are often too generic and bland. Even a fetch quest can be given a lot of "personality" (Like the insulin scenario I just wrote out).

 

Hire me as a video game writer, Bethesda dammit!