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About AnarelHaeran

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  • Birthday 12/21/1984

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  1. @Kayzee Well, seeing that you don't like quest logs and such, I'd recommend you to play some Final Fantasy games, specially 6, 7 and 8. In those games you will find quests mixed with puzzles and little to no indication as to where exactly to or do. The player can complete them if they want (mostly, for the rewards which are really good) but you can finish the games without doing them as sometimes there are ways to get the items the quests award you. HOWEVER (and is a big however, capitalized, even) players won't simply do that. People play RPGs not only for the gameplay, but for the story, the world, the characters, the plot... and, of course, this includes quests. IN Final Fantasy VI there is a character named Shadow. He is an optional character that can even die unless the player saves him. If he manages to survive you can, in the second part of the game where you have to reunite your team again, NOT search for him and ignore him. You will miss several cutscenes where the game shows his past. Cool? Heck yes. It is not gameplay, it is a story. Generally speaking you will miss many cutscenes and quests that further explain the past and lives of the main characters, which are great, by the way. AND many of these quests involve a lot of gameplay in the form of puzzles and bosses. Similarly, in FFVIII there is a quest that involves the humanoid race of the Shumi and statue of Laguna, an important character for the plot. It is entirely missable, but adds a little something to the story of that character. Again, zero gameplay but a lot of story. See, playing a RPG is like reading a really good fantasy book. You obviously won't want to read just the main plot: you want to get to know the characters and the world. However, there are also several (specially in a book series) side plots that help to add more live and colour to the world, the background, the lore. In RPG games terms, side plots are quests. Granted, classic quests such as fetch quests are boring and do not tell a story, but anything above that is interesting. People play RPGs for the story and a quest is the bets way to tell them. That is my opinion, at least.
  2. I think quests are essential elements in a RPG, but how they are handled by the developer(s) is what makes them enjoyable or just meh. For me, quests are about telling stories, but also a way to reward the player for their involvement. There are two ways to present quests to players: passively or actively. "Passive quests" are not directly thrown at the player: there is no hint, no quest log, and little to no indications from NPCs. A perfect example of this is the "Souls" saga. In these games you encounter an NPC, he/she says some cryptic things, mentions something about a personal mission and vanishes. Then, you encounter the same NPC later on in another area and maybe, he/she requests something. Screw up something and you screw up the entire quests. Or maybe, you have joined a covenant that is contrary to the NPC's covenant. Most people won't complete all NPC quests on their first playthrough. So, what makes people want to know how to complete them? What makes players want to even do these quests? For the rewards? Maybe, but there is something more: the story they tell. Speaking with NPCs will provide some insight about their stories, their background, their motives. Advancing in their quests reveals bit by bit and that is what compels the player to even do the quests: the story of each NPC, often tragic and dramatic, but nevertheless interesting. Considering NPCs can be killed by the player or die by the hands of monsters, it is even more interesting. Another example of "passive quests" is Minecraft. Granted, the game as no quests per se, but the elements are there. You can craft a portal to the Nether. You can craft an ender portal to the End and defeat the Ender Dragon. You can complete each and every one of the achievements. Or you can just live happily in your dirt house. Is up to the player, but the elements for these passive quests are there to be experimented and played with. Now, "active quests" are your typical quests. The player arrives to a town, speak with a NPC and he/she requests the player's help, offers a reward and then, thanks the player. Quests are thrown directly to the player in the form of dialogue with NPCs, a book, an event, a scripted encounter, etc, etc. No matter how it's done, active quests are directly presented to the player, who knows (more or less) exactly what he/she has to do. Here is where the developer plays an important role. You can go for the classics: fetch quests, kill quests, delivery quests, gather quests, escort quests... you name it. However, I think quests should tell a story. Play a game like Fallout: New Vegas and you will find plenty of quests that, not only tell a story, but also are enjoyable and can be completed in several ways, thus compelling the player to do them. Interesting NPCs, stories, backgrounds, a nice plot to follow, choices and a good reward are elements that a quest should have, in my opinion. In most books there are always side plots, secondary characters and in general, characters and events that are not the main events but add something more to the story. The same should happen with quests. And even if you have some classic quests you can add some complixity to them. For example: a NPC requests to deal with some bandits near a town. However, when the player manages to get to the bandits, he/she witness a guard of the town accepting bribes from them. You, as the developer, get to decide what the player can do: expose the corrupt guard, kill the bandits, accept a bribe for not saying anything... The sky is the limit. Adding an extra layer of complexity helps to create a story, something that happens in the world and the player is asked to help with it. At least that's what I am aiming to do in my game: quests that are much more than the classic ones. And yes, there will be consequences, both positive and negative, for your actions. Not in the form of "bad/good karma" like in Fallout games, both similar to the reputation system of TES: Oblivion. This is easily done with variables and checks.
  3. I am currently working on and tweaking the dialogues in my game so they are just like what I want them to be.

    This means going back to the very first NPCs you find and changing everything from there up to the point I am currently on. Ugh...

    1. PhoenixSoul


      Believe me, I know the feeling. I know the pain, but it is worth it.

    2. AnarelHaeran
  4. The Crystal Crown [WIP] "The Crystal Crown" is a RPG game that I am currently developing with RPG Maker MV. It is set in the conworld I've been working on since I was 15. Something I'd like to point out from the beginning is that the game will be in Spanish, as that is my mother language. Anyway, below I will explain some quick facts about the game. Later, I will continue with the plot and characters: This is all for now, I will explain in deth some of these features later on. Okay, let's go with the plot and the characters. SYNOPSIS Historical background Plot Chapters CHARACTERS All characters have their own life, story and past, which is all resolved and dealt with in their "companion quests". If the player does not want to complete them or even start them, they can miss armor, items, weapons and of course, cutscenes, dialogs and the possibility of getting a good end with the character. Similar to what the Fallout 3 and New Vegas did with companions, at the end of the game there will be a series of cutscenes with all the characters and their fates. If the player has completed their quests and keep a positive affinity with them, they will get the best ending. Of course, if you treat a character badly, do not complete his/her quest and so on, you will get a bad ending and even a death ending. To sum up: there are 4+1 possible endings for each character: Best Ending, Good Ending, Sad Ending, Bad Ending; Death Ending. [For now I will put a list of the group of characters] Main characters Araken Job: Monster Hunter. Narissa Fislen-Hador Job: Priestess of Light. Heidek Galart-Kurel Job: Paladin. Sherr Hirek Job: Druid or Thief. Asher Hirek Job: Expert thief. Karsten Zirak-Nakir Job: Knight-Judge. Xander Job: Velaker (like sword dancers but with a scythe). Rashana Parmak Job: Mage. Laani Shiref Job: Engineer. Secondary characters Lairen Saalei The Master The Mother Lahn Ixar I WILL CONTINUE WITH PLOT+CHARACTERS LATER ON, BUT FOR NOW I WILL PUBLISH THIS
  5. Thank you :-)
  6. Hello, I am Anarel. I've been using RPG Maker since 2003, but I didn't start seriously to create a game until now (I'm using MV). So... that's it I guess. Pleased to meet you all!