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Monday, 21 April 2014

Producer: Zortik
Platform: RPG Maker VX
Playtime: 20 – 30 minutes
Download Link: RPG Revolution
Author: James Loker

Concept:

The basic plot of the game is very simple. Your character, who has no name and is simply considered to be a manifestation of yourself is trapped inside a game. He is given a set amount of time, roughly 4 minutes to complete the puzzles ahead of to avoid deletion. There is very little else in the form of plot, although I don’t see that as a problem here because the game’s strengths do not revolve around great storytelling as you’ll soon see.
This game is based on an extremely simple idea. Take the basic functionality of RPG Maker VX and combine it with a little brainpower to produce some challenging but fun puzzles. I like to think of conundrum as a series of mini games as opposed to wider title because, when you finally feel like you’ve accomplished something by finishing a puzzle the game throws you into a completely new world with new objectives and methods. Everything you’ve learnt about the game in previous puzzles is pretty much thrown out the window as you attempt a new puzzle. You’d think something like that would be frustrating, but it actually adds to the fun of the game. For every puzzle I completed, I felt proud of myself for overcoming the challenge instead of the game getting progressively easier as I started to learn the logic of the creator.

Gameplay:


Controls:

Zortik hasn’t tried to change the world with gameplay and, to be honest that’s a good thing here. Puzzle games have to utilise a strong movement system otherwise they become unplayable and the decision to opt for the simple direction arrow system with the ability to dash really helps out here. There are times when you may find yourself having to cross larger distances than previously thought (a clever ruse to make you think you’ve got more time to complete a puzzle than is actually the case) but the ability to double your move speed by holding down the [Shift] key takes the pressure off a little. Sometimes the simple directional system can seem cumbersome in RPG Maker VX titles, but here we see the same thinking that appeared in Pac Man. There are times when being able to move diagonally would make the game easier but a strict Up, Down, Left and Right system demands skill from the player. This is especially true of the second world, where even the slightest tap on the wrong key can send you over a set of raised spikes in the ground killing you instantly.
One issue I did come across while playing the game was the fact that there is little to no replay value in the game. Once you’ve figured out how to solve a puzzle that’s it, there’s no reason to go back to it at a later stage. Great puzzle games either offer hidden prizes for solving further puzzles within the level of provide such a large mass of puzzles (like Portal 2 for example) that once you’ve completed the single and multiplayer, you’ve completely forgotten how to accomplish the early puzzles.




Features:

If you’re like me and not very careful,  you’ll most likely find yourself dying a lot. This is something that has clearly been considered by the game’s creator as the game allows you to choose certain settings at the beginning of the game including ‘Infinite Retry’s.’ A nifty little feature that bypasses the game over screen and puts you back at the beginning of the puzzle allowing you to try again...and again...and again. It makes the game much more enjoyable because it removes the potential monotony of sitting through the game over and title screen and playing through the whole game again. That’s right, I said whole game again as there is no continue on this game and no save files. This is either due to the shortness and demo nature of the game or to a sick fantasy on the part of the creator to produce a game as potentially frustrating as Ninja Gaiden or Demon Souls. We’re hoping it’s the former here at RMG.


Audio:

Audio is one of those things that is often overlooked and I can thankfully say, is very well done in this game. It’s not on the epic scale the some RPG’s achieve but again, I don’t think the creator had that in mind while he was developing this piece. The music specifically in this game is well done, it is pleasant enough to frame the rest of the game and does not try to take centre stage but it varies enough to separate out the different puzzles. I especially liked the inclusion of Benny Hill to give the game that comic edge, it’s nice to see a game that’s well crafted but doesn’t take itself too seriously. For me, the music reminded me of RPG’s that appeared years ago on hand held devices like Golden Sun. Pleasant and atmospheric enough but at the time, limited by the capacity of the console. I experienced a little nostalgia when playing this game and reminders of why simple games can sometimes be so much more enjoyable. I could not fault the sound effects either, they aren’t mind blowing but are well suited to the game.


Presentation:

The colourful style of RPG Maker VX has been well used by the creator in Conundrum. There is great variety in the maps, not only in the tilesets used but their colour and the general mood of the level which, as I have mentioned is mirrored and framed nicely by the accompanying music. The game is relatively barebones in some senses, showing off how the default resources provided by Enterbrain can be used to produce something that is both attractive and very much playable. The finish of the game is somewhat to be desired, I’m guessing that’s due to the fact that in its demo state this game is not yet in need of any polish.

Summary:


Strengths:

  • Plenty of effort in making the maps and puzzles enjoyable
  • Generally well produced, very attractive and without glitches.
  • Awesome nostalgic soundtrack.

Weaknesses:

  • A little rough around the edges at times. Could use some polish when complete.
  • No save system
  • No replayability

Overall:

I really enjoyed playing this game for its light heartedness, it’s strong presentation and its soundtrack but sadly, it’s a game I would only ever play once. I have no reason to go back to it now other than to take screenshots but I would love an excuse to try it again sometime. A little replay value would go a long way in this game.
Official RMG Rating:
7/10

Producer: Zortik
Platform: RPG Maker VX
Playtime: 3 hours
Download Link: RPG Revolution
Author: James Loker


Concept:

Classika, as you would most likely expect from the name is a classic RPG and a fantastic example of one too. The plot is pretty simple. You play Leah and her companion Ethan, a pair of kids who are just trying to make their way in the world by hunting in the woods and of course, secretly lusting over each other. Besides from that, the plot is pretty interesting and involves the three things you need for a great story...love, violence and betrayal. For now, that’s all I’m willing to say on the plot as I don’t want to ruin this game for anyone yet to play it. I’d say the plot is simple but elegant. Complex enough to keep the player engaged but of course, simple enough to be easily accessible to anyone that wants to play. There isn’t anything groundbreaking about this game but, as I’ve seen in Zortik’s other work I don’t think he’s trying to change the world with his projects. By the looks of this game, and of conundrum I think he’s attempting to create enjoyable games in a steady frequency instead of being the type of producer that works on an epic project for 5 years, before realising he’s now a 20 year old with a full time job and dropping his hopes and dreams.


Gamplay:


Controls:

This game handles very well simply because Zortik has stuck with the tried and tested principal of letting RPG Maker VX do what it is good at. From what I have seen of Zortik, he isn’t re-inventing the wheel and instead is using RPG Maker VX as a very strong foundation for his impressive storytelling and production skills. Simple little additions to the controls, such as the ability to dash with the use of the [SHIFT] key are very much welcomed, as is the ability to set dash as the default movement type, seriously speeding up the time between important events for all of us out there that are a little impatient. Interestingly, it appears that the movement of the map’s monsters is also determined by the movement of the player, you move and the monsters move as well but remain stationary and the surrounding monsters will do the same. This may seem like a simple little aspect of the game but it has a HUGE benefit for some players like me, who will be doing other things while getting their RPG fix. Numerous times throughout my play through I had to leave the computer for a few seconds to grab a drink, feed the cat, that kind of thing and the game stopped when I did...of course the timer kept counting but I’m there’s little to be done about that. This kept the overall control of the game in my hands, something I was very happy about. While we’re on the topic of monster movement, I noticed something peculiar about the monsters. Initially I had thought that the monsters’ movement was random but after a while and countless battles I realised that they were moving toward me, but with a certain random nature about them.  I still am unsure as to how these creatures are programmed but it somehow made the game more interesting. I did not have to follow creatures as they meandered around the map but alternatively, their approach was not set to a simplistic path, making them easy to dodge, sometimes when I was low on health, items and SP I would find myself strategically dodging the groups I knew I had no hope of defeating.

Battle System:

Again, Zortik has utilised the tried and tested method here with a few welcomed additions. The system is very simplistic and instead relies upon the abilities of the creator to add entertainment value. While reading through the comments, I found many people commenting that the game was too hard, especially the battles. I agree with this comment but I don’t mean it in the same way that many others have, this game is not hard, it is challenging and I love a challenge. I would say that the battle system here is one of the game’s biggest achievements because it requires knowledge of the character’s and their unique aspects. This is by no means a button basher, and if you approach it as one you will die, alot! I loved learning more about the different characters’ abilities and how to time damage dealing with healing to ensure that you have at least some chance against the bosses, and even some of the more challenging mobs. Throughout the game, I found that my party was missing something, that it was missing one piece of the puzzle to make it more effective, a character capable of inflicting status effects on my enemies. Luckily, my prayers were answered by Pockets...an interesting character that joins at the end of our demo and is incredibly versatile. Definitely a fantastic addition to my team, even if I didn’t get an eternity to play around with him.

Features:

I was not expecting much in the name of features when I first started playing this game. This was mostly due to the fact that Zortik is clearly talented at turning the standard game engine and RTP resources at his disposal into something special, I was dubious as to whether many extra features could appear based on those limitations. To an extent I was right here however, later on in the game I started to notice the foundations for added features laid by Zortik that he is currently planning for full release, such as a hunting guild and a Tetris mini game. You might ask why Tetris exists in a fantasy world of magic and monsters but who cares...it’s Mothafuckin’ Tetris! I love that game! :D All of these little additions did one thing for me, added extra value to the package; I feel like I have really gotten a great deal of $0 for this game.

Audio:

The audio is this game’s weakest aspects, which is saying a lot because the audio is still totally adequate. I’ve said several times that I never thought Zortik was trying to change the world and instead was trying to entertain his audience and tell a great story; the audio in this game proves my point completely. It frames the game nicely and is used appropriately, I don’t remember any of the songs off of the top of my head and I never expected to but I also didn’t find myself muting the game because the music was too repetitive or the sound effects made no sense. I’m one of those people that used to claim that a good musical score can make or break a game but I’ve come to believe that it is a bad score that can ruin a game, a good score and only make a good game into a great game.

Presentation:

This game is very well presented, again considering the limitations of the RTP default resources available. The maps are simple and easy to remember but are intricate enough to offer a variety of ways to complete a task. This is enhanced further by the addition of ‘Keystones,’ simple items that can teleport you directly to the town they were made in but these create an interesting conundrum (see the word play there?). This game, as I have said is challenging and you can find yourself in an interesting position if you are unprepared for the battles ahead. Teleporting to a nearby town is easy and convenient, but by doing so I was bypassing potential battles, loot (the only source of gold in this game) and all important experience. I found myself weighing the benefits of teleporting and walking, something that I have never done in a game, definitely an achievement in my eyes. The map design was also very well done, not because they were attractive or intricate but because they were used efficiently. This game utilised the same map numerous times but in different ways meaning that production time was significantly reduced with little taken away from the entertainment value of the game. This is especially true of the early parts of the game and the forest outside of Wollen that is visited numerous times in the game but, each time I saw a different perspective to the forest due to the fact that I was visiting different parts of it. One part of the presentation I thought could have been improved was the use of sprites. The human NPC’s were not overused at all but the various monster mobs were represented by a limited variety of sprites, sometimes making it hard to figure out what I was about to fight. This did however add a level of mystery to the game that I did enjoy so it’s not all bad.
One hugely entertaining aspect of this game for me was the writing. I loved the dynamism between Leah and Ethan and to be honest between everyone else. The dialogue was well thought out, mature and dealt with issues that we are all familiar with, such as homosexuality (some of you must have noticed the uncle reference early on.) I said right at the beginning of this game that Classika includes the simple ingredients for an RPG...love, violence and betrayal but there’s so much more than that. After completing the demo, I found myself roaming the two available towns speaking to people because I was genuinely interested in what they had to say. Zortik has thought about everything that comes out of his character’s mouths and that for me is a wonderful thing. I’ve said in my previous tutorials that it is the characters and their reactions to events that normally drive a story and Classika is a fantastic example of this point being proven. If there’s a reason to play this game, it is for the wonderful writing...oh plus the spelling and grammar are perfect too for all you grammar Nazis are there.

Summary:


Strengths:

  • Fantastic writing...the dialogue in this game actually gives it replay value in a strange way.
  • Very well rounded battle system. Strategy is involved instead of just relying on button bashing
  • Reliable, I did not come across a single glitch in the entire demo.

Weaknesses:

  • Music could be more memorable.
  • Conservative use of monster sprite
  • The demo ended...I should still be playing this game as I write this review damn it!

Overall:

This game is definitely something special. Zortik’s writing skills have really come out in this project and I think his services could turn one of the bigger projects into something really special. I loved playing this game and was genuinely sad to see it end which is rare for me. I appreciate that Classika is still in its development phase but damn it Zortik! You had better finish this game! Until then I would definitely consider myself:
Classika
Official RMG Rating:

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Creating a new RPG Maker 2000 project


Once you've downloaded and installed RPG Maker 2000 - the first step is to create a new project file to store your game files. Here we'll show you the very first steps of creating your RPG Maker 2000 project...
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Creating a brand new project is the first step in producing a video game in RPG Maker XP and it's incredibly simple to do...

Step 1:

Open RPG Maker XP - in some cases you'll need to run the software in administrator mode.


Step 2:

Click the 'New Project' icon found in the top left hand corner of the screen.


Step 3:

This will bring up the New Project menu (shown above). Choose a folder name and a name for your project (these can both be changed in the future) Click OK, and your new project will load up in a matter of seconds.

As you can see, this new project will be relatively empty. RPG Maker XP provides everything needed in the scripts that come built-into the program (more about that later) and the RTP (Runtime Package) resources. While this guide will mostly use RTP-Based resources, a large host of unique resources are available on the internet.

Just the attack - similar to Final Fantasy 9.

Possible Final Fantasy 8 style - adding a condition to the summon (for example a set number of HP)
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Promoting Your Project


Games are made to be played...and we're sure you want as many people playing your project as possible. Here we'll discuss the ways in which you can promote your project to get as many people playing as possible.
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We create video games for people to enjoy and these days, with the wondrous internet as a fantastic source of exposure, getting people to play our games is simpler than ever...right?

Getting people interested in your project can be a challenge but why is it that some projects generate lots of interest (even if they're not the greatest games in the world) and others don't? There's no sure fire forumla BUT there are a few very clever things you can do to help things along in the right direction.



Shout about your project from step 1:

Once you've pinned your idea down and know where you would like your project to go, let people know you're working on it. The best way to do this is through user forums, many of them allow you to create threads specifically about your projects in its various stages of development. There are 2 major reasons for doing this.

Feedback:

 In these early stages of development, your game will look and feel completely different to the way it will eventually turn out. This is always due to feedback from various parties. These forums are a great source of ideas and feedback from a community made up on your customers - gamers! 

This approach will of course attract criticism of your ideas, as they will never be perfect. When I first started working on projects I found that criticism was useful and well intended if it was constructive. If someone presents a problem AND a solution then this criticism is useful to you and should be taken on board...especially if the point is made by more than one person. If someone simply says 'I don't like this idea' or 'it's crap, it won't work' then don't worry too much. In the creative industries an opinion is only as good as the evidence used to back it up and a suitable alternative. 

Community Interest:

- You want people talking about your project and contributing to the overall idea. There's not a game, or a product on Earth that does not rely on some community involvement from relevant stakeholders. This is what focus groups, beta testing, pre-release demos, previews, reviews and more are for...to make people feel somewhat involved in the development process. It's easier to think of a great video game as an entity in its own right that is not owned by any single person or company but instead is owned by every individual that plays it and is inspired by its characters or message. This is why some of the greatest video games inspire fan fiction, spin-off amateur games, music and even feature films. Think of your game as property of the community that you are simply directing and you may find it easier to promote it to said community.

Keep people informed:

If someone is interested in your project then fantastic! you've done the first and possible the most difficult task in promoting your work. The next is keeping the individual interested throughout your production process. There are numerous ways to do this...you can do one or all, they each have their pros and cons.  1: Rely on the forums 2: Use Youtube 3: Start a website 4: Run a mailing list

Promotion should not cost you money
Get reviewed
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Plot Concept Development


The plot is one of the most important aspects of any RPG. Here we'll discuss the various aspects of any good plot and give you some ideas about what you should be thinking about when writing your RPG's plot.
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So you've laid down the basic mechanics for your game, it works and now you need to add some flesh to those bones and create the story that your game will follow.  We'll assume, for the sake of this tutorial that you are developing a plot-centric game and that features will be a secondary priority. You may already have an idea for a plot that you want to turn into a game, but as the name of this tutorial suggests, we're not going to discuss coming up with a plot but developing that plot into a dynamic story that can captivate your audience and make your game more enjoyable.  In general, there are 3 things that are essential to creating a great story. Characters Setting Themes You're probably wondering...why isn't the plot important? Surely the plot is the story? In actual fact, the plot for your game is not something that should be clear to you before developing other aspects and if it is...it probably won't be the same when you're finished.  

Characters:

This is because the plot of your game is not its driving force, even if it is a plot-centric game. This may sound confusing but the concept is actually very simple and can be compared with real life. In hind-sight, when we look back on our lives, it will appear that their was a distinct plot that played out throughout life in the form of various events but think for a second...were the events important...or the actions that caused these events to take place. Nothing just happens, it requires some form of action and reaction for these events to take place, and then to add up throughout life to form a plot. The same concept should be applied to video game story design, throughout the story, the characters will react to events that take place around them, other characters will then react to these first actions, causing new environments and events to take place. This may seem a little complex but it leads to a very simple realisation - characters are key to the development of your plot. This is because the plot will evolve based on the actions of the characters and these actions are determined by the kind of person they are. This means that character development is far more important than plot development (tutorial coming soon) because the character, their ideology, personality and outlook will influence their actions which influences the evolution of the plot. 

A well developed character carries other key benefits like legitimacy. Role Playing Games revolve around the relationship the player has with their characters and this relationship is only developed if the player can relate to the characters they control. This is known as suspension of dis-belief and essentially means when an individual is willing to reject the obvious fact that what they seeing is not real and instead become immersed in the game. This is true for all forms of fictional entertainment and is one of the most important aspects in developing media that people can become engaged in.  This tutorial will not go into detail regarding character design but instead hopes to establish the importance of strong characters in carrying your plot. 

You're probably thinking now...well even if I have great characters...how does my plot start, surely I have to create an event as the initial catalyst to begin to overall reaction? This correct, and combining an understanding of your characters with a well developed setting a themes, that initial event will also come naturally. You may consider working the other way around, and turning the characters' actions into a means to an end. In other words, making them do things to satisfy the needs of the plot and not authentic actions that a player would expect of the character. THIS IS A BAD IDEA! We are all able to predict the actions of a character based on our impressions of them because it is one of the most basic aspects of human social interaction. We learn about people in an effort to make friends and form relationships, this relates to almost everyone and it is this ability that allows players to feel for the characters of your game. Assuming that you have well written characters (you already know that if you don't then your game is in serious trouble) then the impression that they create on the player will make un-natural actions stand out like a sore-thumb and take legitimacy away from your game. Nobody likes a character that is not believable. 

Setting:

The setting of your game may seem relatively passive, just something that stays in the background and does not effect the dynamic of the plot but this not the case. The setting of your game will define the kinds of issues that you characters will have to deal with as well as make your game more believable.  A well crafted setting (tutorial coming soon) can be invaluable to a writer when trying to come up with events that shift the balance of your game. For example, if your game is based in a medieval setting...what issues would effect individuals living in such a place, no electricity, limited resources, little to no scientific understanding of the world around them. These facts can help you craft the main story which could revolve around famine, war, political or royal family struggles. Side quests that deal with social issues such as disease, crime and food/drink shortages. The look of both your settings and characters...would sneakers have existed 400 years ago? An understanding of the world in which your characters live will give you an understanding of the kind of mind-set they would have to grow up in. This will also aid in better development of characters, as the types of characters you design will have to be a part of this world and fit seamlessly into the social fabric, not an easy task but massively effective if done properly.  Additionally, setting is important because we all have a certain level of knowledge about history, not just the past and present but also what to expect in the future. Stick to the conventions that people are used to and you won't have to explain every single choice you have made in the design of your game because people will understand the logic behind it due to the fact that they have interacted with this knowledge countless times before watching filmes, playing other games and reading books. Not only does it make your life easier, but it makes your game better to play. 

Themes:

The term themes is used very broadly here and does not just refer to the subject of the game. It refers to the issues and ideas that you are passionate about and wish to infer during the evolution of your game's story. The theme of your game will have an impact on almost every aspect of its development. If you wanted love to be a key theme for example, it would be unlikely that you would feature a cast of all males, unless of course, it was gay love that you wanted to present. You would not have personalities that contrasted heavily in the game with no room for reconciliation if you wanted two of them to end up in love at the end as love between two incompatible people is somewhat unbelievable. Of course, you could establish a sort of 'odd-couple' who rarely get along but have a special talent that works best when combined, the choice is yours and the choices literally are endless. Establishing and developing the themes of your game should be one of the first decisions you make as it will affect the styling, branding and marketing behind the game.  These themes will go on to influence the way your story evolves and it is incredibly important that you are happy with them before you begin other sides of development as it is not advisable to change them later on as you will be running the risk of an inconsistant plot, something that has killed otherwise great RPG's in the past.  This tutorial is by no means exhaustive and all comments are welcomed, is there something I've missed or do you not agree with something I've said? Let me know and and get your ideas out there.

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Creating Quests - The Theory


Quests can add an extra level of gameplay to your game. Here we'll show you the theory behind creating quests and what you should be considering to ensure that your quests are varied and interesting.
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Introduction:

We've all been there. Playing a fantastic RPG and eventually getting a little bored either due to the need for grinding or just a slowish plot and we start looking for added extras, little things we can do to gain additional experience or items or even learn a little more about the game world. These little things are known collectively as quests and, despite their rather epic reputation can vary wildly from a simple task that takes 5 minutes to a vast collection of events that make up a large chunk of your game. Every game has quests, whether you realise it or not and you might be interested in creating some for your game. Here's a little information that has always helped me when creating quests for projects I've worked on.


Types of Quest:

Generally speaking, there are three major categories of quest. Primary, Secondary and Tertiary Quests.


Primary Quests:

If you've checked out my tutorial on Plot Concept Development then you'll most likely know that the plot of any RPG is defined by a chain of events and the reactions of your characters to those events. These events can be considered quests and, because their outcome weighs more heavily on the overall plot I like to consider them 'Primary Quests.' These quests are often long and set by important characters in the game with the objective of plot progression.
Key attributes of a Primary Quest:
  • You do not have a choice regarding participation, the plot dictates that you must take part. (Note: opting not to take part in a primary quest is considered here a form of participation because your non-involvement will have ramifications for the wider game plot. Think: Mass Effect & Dragon Age)
  • Tasks are normally set by a character of relative importance in relation to the plot.
  • Tasks are not short on average, they may be at the beginning but these quests become more epic as time goes on...and as their importance increases.
  • There is often no direct reward for these quests other than plot progression.

Secondary Quests:

These quests will be some of the most common when searching for additional activities to undertake in your game. While the plot is not directly dependant on the completion of these quests, the choices made in this quest can have some impact on the change of the plot. For example, opting to undertake a side-quest will give you an enhanced weapon that provides an extra cut-scene at the end of the game, you get the idea. These quests often have to be sought out by the player instead of them making themselves known like primary quests and, unlike primary quests these often carry a direct reward for their completion. This is mostly down to the fact that, for the hero to realistically consider deviating from his expected course of action (the plot) one really has to provide some sort of incentive to do so. In other words, for our hero to act, there needs to be a reward in place. The types of quest you can undertake are truly vast and possibly limitless. Some interesting points to think of might be:
  1. Consider how secondary quests would impact either the plot, or the player's experience on the game. Sometimes, learning more about the character's or the world around them is incentive enough to get your player off the beaten track and into some uncharted water.
  2. Be realistic with your rewards. If you're going to offer a super-powerful sword, then the player is going to really have to work for it. Make them deserve it! Especially if possession of this sword is going to make the rest of the game significantly easier. You're sacrificing the playability of the rest of your game for the sake of a single quest...make it count.
  3. Think about why your player is checking out the quests. If they loved the game so much and they want more of the same then work to enhance their knowledge of the world. If they are finding the game a little linear and would like a break then give them something a little different, maybe a new feature or a little minigame...why do you think Squaresoft (now SquareEnix) religiously include Chocobos in the Final Fantasy Series? Important point, if you think players are getting bored when they look for side-quests, don't think of it as an insult, they must respect the game a fair amount if they're willing to stick with it and not switch to playing Call of Duty right?
This tutorial will not tell you what types of quest to create as there's no point. Ultimately that choice is yours and, as time goes on I'll work on showing you how to create and customise different types of quest. Important things to remember about secondary quests are.
  • Completion of these quests will not drastically change the course of the game but may alter it to increase the customisation and replay value of the game.
  • Often, a direct reward must be offered for the quest to be undertaken. Be realistic with the type of reward on offer.
  • Anyone can offer a side-quest but consider the personality of your character. If your character is a goody-two-shoes then helping out a criminal organisation for example would be disingenuous. The main rules of the main plot still exist in the world of side-quests, if you want your hero to act out of character, then justify why he is doing it.
  • Anything can be considered a side-quest. Consider the function of these quests to decide what type of activity to opt for, are you giving the player a break or enhancing the plot and their experience?

Tertiary (Passive Quests):

As the name would suggest, Tertiary quests do not take place in the same way that Primary or Secondary quests do. Their existence can go somewhat un-noticed in many cases. These quests do not require the normal playing of the game to stop and often work in tandem with the main plot. A common example of a standard Passive Tertiary quest may be the collection of items scattered throughout the game world. These quests often carry relatively small rewards for each minor milestone completed (for example 10 gold for each item collected) but a massive reward for those that manage to complete the quest. More often than not, these quests are made more difficult by the fact that they require on thing that some, more impatient players are not big fans of...exploration. If you think the setting of your game is fantastic and you really want your players to explore every inch of the beautiful maps you've created then consider a passive quest. Make sure to keep reminding them that this quest exists though as the passive nature of tertiary quests means that a sort of 'out of sight, out of mind' idea can form. One way of doing this would be allowing the player to collect their rewards at every town, for example with a specific travelling character or simply in inns and shops. These quests require little effort outside of exploration to complete, and demanding the player make long journeys to collect rewards of get more information is not in keeping with this idea. Always remember:
  • Tertiary quests take place in the background of the game. They will have little to no impact on any aspect of the plot and normally act to build a background story to the game or to the characters (Jecht spheres in FFX for example).
  • The rewards for these quests need not be huge but overall completion of the quest should carry some significant reward.
  • Make it easy to keep up  to date with the quest to constantly remind the player that this quest exists and that it is an easy source of moderate income or new items.
  • Plan these quests out in advance. Retro-fitting them to the game on completion can often make the quest seem alien to the rest of the game. Of course, if this is the desired effect then feel free!
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