this post was submitted on 24 Mar 2024
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[–] li10@feddit.uk 40 points 6 months ago (1 children)

Meanwhile, other games just pick 5 basic templates then make 200 side quests based off those.

I do not understand how people can still play assassin’s creed.

[–] p03locke@lemmy.dbzer0.com 3 points 6 months ago

I do not understand how people can still play assassin’s creed.

Raycevick described it really well.

[–] Lyre@lemmy.ca 18 points 6 months ago (2 children)

Ok its not loading properly on my phone so i accept i might have to eat my words here, but i remember the vast majority of quests in cyperpunk being "go into a building and kill some guys".... Not exactly ground breaking stuff

[–] elgordio@kbin.social 12 points 6 months ago (2 children)

There are two tiers of side quests in cyberpunk. Gigs and full on side quests. The gigs are all pretty short ‘go to place, shoot / rescue someone’ stuff but the main side quests are generally more involved, including all the romance options etc.

The gigs can be skipped without missing much, but skipping the side quests misses a ton of story IMO.

[–] ursakhiin 2 points 6 months ago

And not just that, you're a mercenary. There's only so many types of tasks you get hired for. CDPR did a really great job differentiating gigs from eachother IMO.

Sure some of them are cookie cutter, but there's a story behind them and sometimes you can link that story into the overall world. Sometimes there's choices to make that impact the outcome. Usually there's multiple ways to approach it. And very few of them have the same layout.

There's 89 Gigs in the base game. I didn't at all feel ripped off that some of them are similar. I'd rather the gigs feel similar than have them encroaching on the side quests in feel.

[–] tias@discuss.tchncs.de 1 points 6 months ago

Even the gigs have a thread running through them, though. You can puzzle together stories by doing them.

[–] kurcatovium@lemm.ee 6 points 6 months ago

Still better love story than Twilight.

[–] KingThrillgore@lemmy.ml 4 points 6 months ago

I did some research on quest system design and found a Unity plugin that reduced them down to basically eight core tasks, which means you treat it like data entry. Just have the writers draft up the elements at each part of the timeline and fuck it. Have to think more holistically and probably do the writing first, tasks once you're happy with where to go.