A Pattern I Noticed In Arr Quest Storytelling

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I've been leveling all the classes to 80, and I noticed a pattern in the way quest stories are written in the base game that likely contributes to the games rep for having weak story at the start.

No one ever tells you anything until you finish the quest/quest chain. You'll be given some mysterious list of tasks with no knowledge of who they are or why they want you to do something, sometimes across an entire chain of quests (sometimes the NPC will take active glee in not telling you anything!), and then, at the very end, they'll dump a bunch of exposition onto you about how their dad was a fisherman and was murdered and now you gathered a poison to get revenge on his half-brother.

The gladiator job quests are a great example of this. No one tells us anything about Aldis or Myella until the final 2 quests. Until then it's just smug man and angry woman with the only context being sentences like "it can't be!" or "after all that happened...."

It feels like they're trying to build intrigue but had no time to sprinkle the info around, so it's just an on/off context switch.

Once hitting heavensward and beyond, this pretty much disappears so I assume it was more a symptom of the time crunch than any poor choices on the writers' part.

Anyone else notice this?

submitted by /u/Beekanshma
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