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Gold Meadow
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Personally I don't know that I have enough experience either reading or writing quests to comment, but I will anyway because I am not good at anything if not flapping my gums and spewing nonsense.
I like fine granularity but I can see why sometimes it loses its appeal. Certainly you don't want to take it to an extreme "Breathe in, penji! Breathe out now! Now breathe in!" but you also don't want to have the players simply say "find the way out of the room, Ruby" and then she talks to Tom, gets the can, opens it, gets the key, and opens the door.
As quests progress, generally, and this relates to vidya also now that I think about it, the scale of the available areas and available tools tends to increase. In the beginning of Tozol quest, we had to work with Penji's extremely limited abilities and equipment to go from room to room. A locked door was a real hassle. Nowadays we are loaded with ordnance and firearms, and Penji is so counter-suppressed that she can tear a fellow in half. Of course we don't want to say "Level your gun. Ok, pull the trigger. Wait, I mean take the safety off and switch to burst fire on the fire selector." We just say "Shoot the guy".
I think it's reasonable to go to more macro-sized suggestions later on. You just don't want to lose that... sort of direct control. Telling Penji "Ok, handle this combat" is probably effective enough, as she is a remarkable warrior, but it's boring, and it feels like we aren't playing a game as Penji anymore, but rather managing a party. Sort of a shift from Minecraft to Dwarf Fortress, if you will.
All told, I prefer Minecraft.
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