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On the quest releases' problem

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Tyrragon
Jun Member 2023

Tyrragon

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Lord Drakan said :
Voice acting definitely isn't a quality factor, but I would also say quality has not, on average, increased since a few years ago.

Gameplay-wise, quests are pretty much the same that they've always been since you really can't improve on that.
Lore-wise, they're much deeper and connecting the gameplay to the lore in ways that you hadn't seen except in the two final Majharrat quests, and this is something that every quest is doing now.
Seeing as how quests are mostly lore, I'd see that as a major improvement in quality.
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20-Aug-2015 19:24:24

Lord Drakan
Sep Member 2010

Lord Drakan

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Tyrragon said :
Lord Drakan said :
Voice acting definitely isn't a quality factor, but I would also say quality has not, on average, increased since a few years ago.

Gameplay-wise, quests are pretty much the same that they've always been since you really can't improve on that.
Lore-wise, they're much deeper and connecting the gameplay to the lore in ways that you hadn't seen except in the two final Majharrat quests, and this is something that every quest is doing now.
Seeing as how quests are mostly lore, I'd see that as a major improvement in quality.

Quests definitely aren't mostly lore. I wouldn't even say they are slightly lore. Lore is just a bonus, like pretty graphics or good music tracks (or voice acting), but it's not the core of questing.
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26-Aug-2015 14:06:55

Krayfishkarl
Jul Member 2014

Krayfishkarl

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For me personally, I tend to play quests for both lore and gameplay, but mostly the latter. I do enjoy great stories, but ultimately, the quest has to be fun to play through. I like the quests that establish an adventuring/exploring feel to it as opposed to just teleporting from point A to point B to talk to NPCs. It's a personal preference for me, but I tend to lean towards quests that are set in some kind of enclosed area or dungeon. Broken Home, Underground Pass, Fate of the Gods.

If I had to guess why Jagex is not putting out as much quests, I think you pointed it out already. Quests are only playable once, but RS needs replayable content to keep people subscribed. That's why we see a lot of minigames, D&D's, daily and weekly activities - things to make you come back and renew your subscription.

In my opinion, the true solution is just to make quests replayable, but that's going to be tough to implement. I suppose Broken Home and Dimension of Disaster are steps in the right direction.
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13-Sep-2015 12:37:22

Autumn Elite

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Hopefully the bottle quest initiative will be a hit and help solve some issues. I'm feeling positive at the minute, maybe just because this will be the first year they are actually trying to tackle the problem instead of 2013 "we will try next year" and 2014 "we know we didn't make really change anything and its an issue but we aren't going to do anything'.

It seems like the solution is developer based though, so I'd expect more from the Dukes and Guardians over the Watch as those two groups have more quest enthusiastic developers. That's fine with me as I've always found them stronger story tellers plus with it being 2 of the 3 groups should be quite balanced. There might be a slight drop if their two schedules are too packed but I think this will be a small issue.

16-Oct-2015 13:54:25

Eren Lapucet

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The bottle quest idea seems like a good way to fix the quest problem, although people seem to agree that Call of the Ancestors and Beneath Cursed Tides were underwhelming. So I am just a tad bit pessimistic. I'm too Unaligned to have a forum signature.

16-Dec-2015 15:47:10

Ayokana

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I agree! I love quests, and it seems like pre-2013, not only were there more quests, but the quests were far more enjoyable! I think you put it nicely when you said they want every quest to be like wgs! Not every quest needs to be so epic and be filled with a bunch of complicated puzzles. A lot of quests just seem much more annoying now. Dishonor among thieves, for example, seemed far more irritating than enjoyable, and I LIKE Zammy. Owner of Double Rainbow! |
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17-Dec-2015 08:40:13

1ryb

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I would say the amount of time they use to develop SoF/TT/Solomon content is the most significant factor. Just take a look at the shift between 2012 and 2013. They introduced Sof and Solomon in 2012, but some of the quests in 2012 had most likely started development in 2011, way before SoF was introduced, Thus they were still productive enough to develop the likes of Firemakers' Curse, Elder Kiln, Song from the Depths and the signature heroes' double bills. Note how the quality and quantity of quests immediately dropped after TWW. It has now been two years they had been extremely unproductive. It couldn't have been a coincidence that this drop closely followed the introduction of constant SoF/TT/Solomon development. Note that this drop also followed the introduction of OSRS.

So instead of looking to cut quest graphic/audio etc, perhaps we should look at the other factors that caused this drop. Factors other than quests themselves.

17-Dec-2015 14:33:24

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20-Mar-2016 22:06:16

Balustan

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[#0MGFV81HT] said :
2016 will be an experiment for quests, with these bottle quests Jagex will realize what they must do for 2017, and based on information gathered, 2017 looks brighter. We may possibly see Rite of Passage, Desert, Pirate, or Gnome quests. I believe this year will wrap up Sliske's storyline so that more 5th age series can be resolved/continued next year.


Jagex have moved away from Bottle Quests. When they revealed what tales was they pretty much came out and said bottle quests are too expensive so we still won't be getting their minimum satisfactory amount of 8 quests unless miracle bottle quests happen.
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21-Mar-2016 00:53:48

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