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Reader Comments (38)

Posted: Feb 15th 2012 8:05PM uglidoll said

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I don't know, but i like my text long.
more explanation.

Posted: Feb 15th 2012 8:20PM (Unverified) said

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@uglidoll

If the quest text is worth reading then I don't mind reading it. This is the first WildStar unveil that I'm not very happy about. The story was one of the major points of interest for this MMO due to the well done cinematic (aside form the bunny girls of course), and I'm just not sure how engaging a story told 140 characters a time will be.
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Posted: Feb 15th 2012 8:46PM Everfaust said

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@uglidoll Hmm, didn't read the whole article.. but just looking at first glance, I'd say this is a step in the right direction.

Think of a mission brief in the military ~ You get the loooong drawn out version via your commanding officer or by reading the progress/history report.

However, the "Goal" is always something short and to the point ~ Ex:
"Go to the Higrimoc mountain facility, Rescue any Survivors and Kill anyone that tries to stop you".

The briefing is something you could read on your trip/travel to the location ~ Ex:

"During the Ayda war, the Legion created a base of operations in the mountains south of Kalimoa Swamp.

This facility was originally thought to test BIOTERRA deposits.

Over the past 2 years, we've managed to secure the employment of several operatives inside the facility.

After further investigation, our scouts reported multiple sightings of W.M.D's in the storehouses *(branching 1-3 miles from the main construct).

As of 02/16/43 ~ at 0400: all of our informants failed to report in.

This leads us to conclude they've been discovered ~ captured/killed.

YOUR MISSION:
Infiltrate the base, locate any and all surviving team members, Kill any aggressor and escape ~ meet back at the drop point for pick up at 0800.

>>>>>>>>>

Personally, if I don't care 2 cents for the story or I'm playing through again to level an ALT.. NONE of what was said above would matter to me in the slightest.

Story is mainly for people that want to experience the "world" and to immerse themselves in it ^_^

PVPers or power levelers.. should have an option ta "OPT OUT" from that, so they can get back to hitting stuff with their swords or something XD.

For me tho.. yea, I like to know the motivations behind "why" I'm doing something in game.. I just don't like to have it always thrown in my face like most MMO's do ~ especially if all I'm doing is fetch quests for the umpteenth-million time.

Guess that's why some pvp or craft... questions dribble gets old after a while. :P
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Posted: Feb 16th 2012 12:23PM (Unverified) said

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@uglidoll Yeah this doesn't sound like a positive to me - I actually like quests that have a decent amount of story and lore tied to them. :/
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Posted: Feb 16th 2012 4:59PM fallwind said

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@Everfaust

TL;DR
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Posted: Feb 15th 2012 8:12PM Vorender said

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"Hey you, go get ten pine cones for me. Thanks."

/sigh

Posted: Feb 15th 2012 11:58PM yeppers said

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@Vorender

lol Followed by...

RT Hey you @bunnieluv, go get ten pine cones for me. Thanks.
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Posted: Feb 15th 2012 8:13PM aaradun said

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wow talk about lazy developement. guess this one a pass.

Posted: Feb 15th 2012 8:15PM Thestache said

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LOL, sorta what I thought. In order to save characters quest text will be in broken English

Posted: Feb 15th 2012 8:20PM JuliusSeizure said

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@Professer

Take a look at the linked post. They're throwing every technique that doesn't amount to walls of text in there to tell the story. This is just for the basic 'this is what your mission boils down to' initial statement and quest log entry.

Posted: Feb 15th 2012 8:22PM JonBuck said

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Short Attention Span Questing?

Posted: Feb 15th 2012 8:23PM Spacegrass said

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So, because most players skip the page of text explaining why someone wants you to find twenty bear asses, the game will just tell you to find twenty bear asses. Progress!

Posted: Feb 15th 2012 8:23PM Valentina said

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Ewww I agree, sounds lazy. Most people are long since over having "quest text" at all. While other games are innovating quest design with real dialogue, or what have you...They mean to say this game will stick to the ancient boring method that people have been desperately trying to get rid of?

For a game that they claim to be full of personality, they're really dropping the ball on the one primary element that would best portray said personality.

Posted: Feb 15th 2012 8:25PM JuliusSeizure said

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Eliot, I think you needed to emphasise the part about them not frontloading the story into quest text and using everything else in their toolbox to explain what's going on. Too many people predictably jumping to conclusions here. *sigh*

Posted: Feb 15th 2012 8:32PM (Unverified) said

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@JuliusSeizure

They chose to withhold the details of how this won't hurt the story for their next part, so it's understandable that people would be apprehensive about this. Hopefully they will be able to use enough original VO and generic VO (not sure about that one really) to keep the story telling reasonable but until the part 2 we have little to go on.
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Posted: Feb 15th 2012 8:34PM JuliusSeizure said

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@Professer

He does say 'letting the story unfold organically', so he did touch on it. It just wasn't blatant enough and was near the end of the post. That makes it very easy to overlook and assume the worst. *shrug*
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Posted: Feb 15th 2012 8:48PM JuliusSeizure said

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@(Unverified)

Try reading the 'Visual Storytelling Leaning on the Art Department' section. It goes into a reasonable amount of detail, as it happens. There's also this:

'There are plenty of other tools that can tear down the walls of text. These include things like VO (voiceover), visuals, animations, cut scenes, and music cues'

You seem to have jumped to conclusions skipping to the end and misreading the 'next time' section, where they're actually talking about writing techniques for effectively conveying vital information in as few characters as possible. There's no direct mention of how other storytelling techniques will come into play, and why would there be when they spent half of this entry already talking about that?
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Posted: Feb 15th 2012 8:26PM mattaui said

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I don't like reading lots of badly written quest text, no. I don't like reading anything badly written. That's usually the problem in most games, the quest text that is there is about as interesting as reading the ingredients of a cereal box. Compared to the writing for, say, LotRO's quests which are several paragraphs at times, but generally pretty engaging.

Not sure why the can't have it both ways, with maybe a tldr option that illiterates can toggle so that they don't have to be bothered by all those annoying words.

Posted: Feb 15th 2012 9:14PM Ehra said

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Half-Life 2 and its episodes (or, really, pretty much every Valve game) are fantastic examples of telling a story without needing much dialogue. There's something to be said about letting someone learn by looking and experiencing rather than being told. It's all about smart, inspired world/level design, and having good enough writers that the dialogue you DO have makes up for the small about.

If they can pull it off then good on them.

Posted: Feb 15th 2012 9:56PM jealouspirate said

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@Ehra

Agree 100%. Valve are masters at storytelling within the medium. So many games try to be like movies (ie Bioware) instead of being games, and Valve is just so good at expressing a ton of stuff with very little exposition, for all the reasons you stated. More games should follow that vein.
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