Wrote this on the other site.
At the root of it, quests are never that interesting, mechanically, in any game: get this, kill that, go here. It’s the context, story, writing that makes them memorable.
At the root of it, quests are never that interesting, mechanically, in any game: get this, kill that, go here. It’s the context, story, writing that makes them memorable.
Comments
The famous outhouse quest in Grizzly Hills was just a follow-up to a pick-these-5-nodes quest that we've done hundreds of times.
Idk if you break down every game to just mechanics and design, I don't think you're allowing yourself to enjoy games.