The constant failure of in-game missions

36970_440604814609_500264609_5862488_5061095_n
Sunday, January 23, 2011
EDITOR'S NOTEfrom Omar Yusuf

Fetching isn't fun, that much is clear. But do we have any other suggestions for game developers? Corey certainly does, so hit the jump to check out his list of what in-game missions should and shouldn't do.

Few things irritate me more than fetch missions. In fact, the act of fetching isn’t the problem; the implementation is what bothers me. Take my recent play through of Dragon Age: Origins, for example. I spent almost two hours completing a single mission.

In order to get an individual to help me, the quest giver demanded that I go and retrieve someone for them. I obliged, ignorant to the fact that it would take so long. Not only was the challenge unacceptably long, the environment where the mission took place was repetitive. I ended the whole endeavor annoyed and ultimately quit out of the game.

Darkspawn

It’s a shame that Dragon Age is so annoying because the story seems like something I would enjoy. I’ve tried multiple times to play the game and each attempt ends with me becoming disgusted. In the two days since quitting for the final time, I’ve been thinking about fetch missions and how to implement them. In those two days, I’ve come to the realization that a lot of mission types annoy me. As always, I’ve devised a list of things I think all missions should do, so as not to annoy the player. Here it is:

 
  • Length: This may be the most important part. I don’t want to spend hours on one mission only to reach a lengthy boss fight at the end. How about keeping everything to a manageable length?
     
  • Repetition: A mission should not take place in an area where everything looks the same. When playing through the mission I explained above, I felt as though I was going in circles. Because everything looked identical, I quickly lost interest in my surroundings and what I was doing.
     
  • Relevance: Anything I do on a side mission should have some bearing on the game. I think Oblivion and Mass Effect do this really well. Throughout the world, the developers reference side missions I have completed or can complete. I may stumble upon a note that indicates a later side quests while on a main quest mission. It helps to fill out the universe, and it makes the world more believable.
     
  • Importance: I’m fine with side missions not changing the course of the main quest line. But what about when a side mission doesn’t advance anything at all? If I complete a quest for a particular race of people, I expect to learn something new about them, or I expect them to feel differently about me depending on what I do.

    If an in-game community asks me to recover a book that contains information on their ancestors, which has been lost for ages, I expect to know what's in it. I should encounter relics, trinkets, and a host of other things that educate me about their people. Instead, I’m often led down a path directly to my objective. The developers haven't delivered any story. I spent the entire time fighting bad guys. This happens all the time, and it’s disheartening.
     
  • Diversify: A mission shouldn’t be solely about fighting enemies: add some puzzle elements or a bit of platforming. For example, Assassin's Creed has numerous missions that force you to use your brain to reach the end instead of fighting through waves of bad guys.

Maybe one day a game will get missions right. I would welcome a game that forces me to negotiate puzzles and platforming scenes to progress. Does a game like this exist? Do you know of a shooter or RPG that utilizes platforming and puzzles?

 
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Comments (4)
N
January 16, 2011

You're right, you know. The best mission I played recently was the almost entirely freeform entrance to Castel Sant'Angelo in Assassin's Creed Brotherhood. 

36970_440604814609_500264609_5862488_5061095_n
January 16, 2011

It's been a really long time since I experienced something like that. So long that at this moment I can't recall the last time. I think that's a shame considering how many games I play.

46751_1625020548779_1334465187_3178439_3476136_n
January 18, 2011

I'd have to agree with you, Corey. There has been plenty of games where I do a side quest and get nothing out of it besides an extra level or some stat boosting item. Whether that's good or bad is up to the person playing the game.

Some people play RPGs for the technical battles and treasure finding. Others play more for the story. Honestly, I think you bring some great points to the table about inserting side quest stories into the main story. I don't mind if the side quest takes a long time to complete as long as there's some payoff at the end.

Look at the Thieves Guild quest from Elder Scrolls: Oblivion. That was the longest side quest I think I've ever played in a video game, but I thought it had a nice payoff at the end. Of course, your post specifies that Oblivion and Mass Effect did it well, so I won't say much more.

Overall, I think this list should be posted over the computer of every script writer for a video game. It's small reminders like this that make games better in the long run.

36970_440604814609_500264609_5862488_5061095_n
January 23, 2011

The Thieves guild was a lot of fun. I've been playing through Oblivion this month and forgot how tied together everything is. I absolutely love finding references to a side mission I'm doing while completing main quests. Everything I do in the game feels connected to everything else. More of that in games would be nice.

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