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Zulkir

Zulkir

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No I don't believe it does need a boss fight.

But what it DOES require is to have Endgame be a hard requirement, we can't be shying away from that and continuing with the trend of allowing people to access content that has without any ambiguity occurred after TWW and in this case Endgame, however small that content might be, narrative consistency over inclusion.
Zarosian Lorehound

Master Questcape Owner

Inconsistent Completionist

11-Jan-2018 14:23:52

Hguoh

Hguoh

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To boss fight or not to boss fight?

If the options truly only affect the presentation of the narrative and not the narrative itself, I actually find myself favoring the boss fight slightly. It (and puzzles) would fall more into the ‘show’ camp of storytelling, while dialogue is more in the ‘tell’ camp.

Granted, dialogue allows us to be told of things that may be costly or otherwise difficult to show, and anytime you have characters interact some degree of telling is necessary. So it’s not like it has no place when it comes to being used.

Given our limited view of the quest’s outline, I can’t really say which option is better suited for portraying the narrative. I don’t know what the needs of quest are in regards to this or the difficulties entailed by pursuing either option. The only person we know who has the oversight on this is Mod Raven, so I’m inclined to default to his personal preference as to which option he thinks will do the best job in giving as the most lore and telling the best story.

11-Jan-2018 14:29:58

Perseus
Apr Member 2010

Perseus

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With Abbinah, I've seen the world as the boss in a way. My opinion is exploration and story should be the focus and shouldn't be overshadowed by a boss.

With respect to the Seren/Armadyl storyline, I'm not sure what the current plan to involve it is. I'd imagine the best way to do it would be like the Buyers and Cellers quest which has multiple parts. After you finish RoP, you unlock the "next part" of the quest if you've completed Endgame, although that may add to the scope of the quest.

11-Jan-2018 15:21:51

Mod Raven

Mod Raven

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Perseus said :
With Abbinah, I've seen the world as the boss in a way. My opinion is exploration and story should be the focus and shouldn't be overshadowed by a boss.


There's an element of that, which I'd maintain either way.

The question really is whether people feel a quest needs a boss fight. In general I'm getting the impression that it doesn't? Which means a focus more on puzzles and skilling rather than combat.

Perseus said :
With respect to the Seren/Armadyl storyline, I'm not sure what the current plan to involve it is. I'd imagine the best way to do it would be like the Buyers and Cellers quest which has multiple parts. After you finish RoP, you unlock the "next part" of the quest if you've completed Endgame, although that may add to the scope of the quest.


I'd rather not split the quest up all over the place. I can see where this idea is coming from, but it makes a mess of the narrative and creates more problems than it solves.

= Raven =

11-Jan-2018 16:11:11

Hguoh

Hguoh

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No, quests don’t need a boss fight. If the boss fight tells the story better, use it. If dialogue and puzzles tell the story better, use them. Use the right tool for the right job, and you know the situation better than we do.

11-Jan-2018 16:53:32

Perseus
Apr Member 2010

Perseus

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Hguoh said :
No, quests don’t need a boss fight. If the boss fight tells the story better, use it. If dialogue and puzzles tell the story better, use them. Use the right tool for the right job, and you know the situation better than we do.


From the sound of it, either would work at telling the narrative equalily well, just in different ways..

11-Jan-2018 21:06:19

Mod Raven

Mod Raven

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Hguoh said :
No, quests don’t need a boss fight. If the boss fight tells the story better, use it. If dialogue and puzzles tell the story better, use them. Use the right tool for the right job, and you know the situation better than we do.


Yes and no. It's not quite that simple. When looking at the design phase there are multiple ways you can tell the same story, each of them is good, each of them reaches the same beats and delivers the story as well as the next, however they do altar how the experience feels.

A skill based quest is more sedate. It's a little laid back, there's less of a sense of urgency and danger and it means that you take your surroundings in and focus on the world.

A combat based quest is more urgent. You're in danger and so you focus more on the characters. Their strengths, their flaws and there's a bigger focus on the villain.

Also there's just the plainly simple variation as to whether people prefer to skill, or prefer to fight things. :)

I mean either way, spoilers, there'll be combat and skilling elements, it's just a matter of focus.

= Raven =

12-Jan-2018 08:30:32

Mod Raven

Mod Raven

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REUZEpanda said :
The concept of While guthix sleeps fits this quest quite decent, it was long and worthwhile, it had a good story and it had some combat and some puzzles.


WGS is enormous though and had far more setup and more time to develop. I don't want RoP to carry expectations of similar size, because it decreases the chance of being able to get it made.

That said, there are lessons from WGS about exploration, making the player craft their gear rather than simply giving it to them, that I am expecting to bring into RoP. I want to try and be a little less hand-holdy with the quest than perhaps we have been in the past. Something closer to One of a Kind, than Kindred Spirits in terms of style.

= Raven =

12-Jan-2018 15:48:36

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