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Create free accountOkay, weird question for you. How easy should it be to understand the quests you're playing in a game? I mean, at first the answer seems obvious, but then we dig a little deeper and it definitely becomes more murky. Thanks so much to HelloFresh for helping us complete the quest of what's for dinner. When designers started making quests for video games back in the day, there was very little rigor behind their design. As the industry was just starting and everyone was amateurs learning as they went. So everyone just made quests that they thought were interesting. Puzzles to tease the mind, but a lot of them in early games were basically incomprehensible without a strategy guide. I'm looking at you, Simon's Quest. But as design became more formalized and it became more of a profession, people realized that wasn't, well, great. That those sort of quests frustrated players and often led them to put down a game in disgust. I'm calling you out, Castlevania II. Wait, did James and I just separately take a dig at Belmont's sophomore outing for the NES in our individual script passes? Did that really just happen? Geez, looks
like the morning sun never quite vanquished that horrible curse that left in our minds. And you know, oddly while typing out this silly occurrence that did actually happen, mind you, we both did this independently and had a good laugh about it. It kind of solidified the point. Quests like this can sometimes be so bad that they burn into a player's memory for years and not in a good way. Simon, I love Simon's Quest. It just it still makes me angry. That led to the prevailing wisdom that quests should actually be easy to understand. In fact, they should be so easy you don't even have to read the quest text. Heck, you shouldn't even have to figure out who to go to to get your quest from. Just slap a big exclamation point over the quest giver's head and then when the player just whales through their text, a dot should appear on their map telling them exactly where to go. Ooh, and then when they get there, they shouldn't even have to figure out what to do, right? Rather it should just sort of happen by them killing things in the area or just sort of happen by going to another person with a giant exclamation point over their head or even just sort of happen right when you arrive. And I hope you're getting by my tone that I'm being a little facetious here. That was the
ideal that World of Warcraft popularized and series like Assassin's Creed championed. And it stood as the design standard for almost a decade and a half before FromSoftware brought to the fore the idea that quests should actually kind of sort of be confusing AF again. And now in the last few years, there's been a raging debate among game designers as to what direction to go in. So, let's list the four broad categories of how much work is needed to understand quests with examples. Maximal work like Elden Ring, substantial work like EverQuest, some work like Genshin Impact, and no work like Assassin's Creed. First up, the Elden Ring. This is totally opaque, I hope you have a guide style of quest design is perfect for forcing the player to really understand the world they're in. It makes them dig deep and truly try to piece together the lore in order to figure out not only what they're supposed to do on their quests, but if something is actually a quest at all. This is great if your game can support it. Because to make this work, you better be absolutely sure that your world is actually that deep, that
you've put enough in there that it's worth it to your players to really marinate in it. You also need to make sure that you're making the type of game where a player will want to do this. Because seriously, if these type of quests start showing up in my I've just had a long day at work casual zone out in grind games, I'm probably going to start throwing some bows. EverQuest style of quests on the other hand are a little less opaque. They still come from the hardcore school of you have to search out your quests. As you don't have any little markers on your mini map and there really isn't a quest log per se, but at least you're pretty sure that something is actually a quest when you find it. Now, these are great for hardcore adventure. When you want your quests to be as tough as your gameplay and you don't want to have the player feel like you're holding their hand. But, the quest grind is also integral to your gameplay. These still encourage your players to dig into the world and spend time researching when they can't be playing, but they also direct the player to search out quests, continually feeding them back into that part of your game loop. Next, there's the Genshin Impact style of quests, which we really
should be calling a sort of hybrid style. In this, there's a lot of exclamation point above the head style quests, but also a fair number of quests hidden in the world that range from Zelda style puzzles to almost EverQuest levels of figure out this riddle from the lore. This approach appeals to a broad audience. There's something for everyone, and even if it doesn't quite provide the level of lore delving that the previous two methods do, it does tell all players that they're welcome here. But there's always a but, right? Because this method also requires that your game make around a billion dollars every few months to sustain itself. Because to pull this off effectively, you need a lot of quests and puzzles. You need there to be a variety of them, meaning less reuse. You can't just have a million rat butt fetch quests. And you'll need to continually be updating them, since you have to split up your efforts and thus can only build a fraction of each type, because players will blaze through their favorite types fast. So, if you want to build a giga successful MMO and happen to have a metric butt ton of working capital on hand, this approach seems like a reasonable plan. But if you're like the rest of us and are working on a game
with a much more meager budget, you might want to rethink using this hybrid style. Which then leaves us with the exclamation over the head go to this dot on your map style quests. And I know we were poking fun earlier, but I do think these got a bad rap for the longest time because they were kind of all that was out there for a while, at least in the triple-A world. But the truth is, these two have their place. There are times when you want to play a game to tune out, to turn off, to just let go for a little while and not think too much. And this quest style is great for those moments. Though truthfully, they're not that great for narrative-centric games, because they encourage the player to simply click through the quests. Yet at the same time, they're also often still used in narrative-centric games because they also match the intensity of play perfectly. I mean, after all, if you're there for a story, you might not want some hardcore quest that's it's to make you get up off the couch and find your phone so you can look up a guide on the internet. Yet, flipping back once again because the way these quests are often incentivized with in-game rewards, they do encourage the player to simply do them as fast as possible, not lingering on whatever the quest giver might be trying to say. So, to use this method,
you have to strike a balance and find a way for these quests to be more than just things to be checked off a player's list. Now, with all that laid out, is there a clear answer to the question, how clear should your quests be? How much should your game hold the player's hand? Well, of course there's not a definitive answer for that cuz spoiler alert, everyone's different. But, I think the point we're trying to make is that none of these methods are necessarily better or worse. Rather, they can just be applied in better or worse ways. So, when you're crafting your quests in your game, remember to ask yourself what you desired experience is that you want your players to have, and then design your quests around that. Are you going for a deep lore experience that demands a lot of the players going in, or are you going for something more laid-back where the main goal is to give the player a sense of accomplishment? Both, of course, are valid, but both require different types of quests, and woe be to the designer who gets it wrong. Because, honestly, at that point, it's kind of like gathering all the right ingredients for a specific dish you're cooking or something, right? I mean, you really can't go putting sardines on
everything, after all. Language, Zoey. Oh, it's a good thing our friends over at HelloFresh have us covered on the food front. So, my 2023 calendar is actually already filling up disturbingly fast, which of course then doesn't leave me much time for any meal planning, which is why I'm just super thankful for HelloFresh. The delicious meal kit delivery service that frees up a ton of my time by saving me from stressful meal planning and expensive trips to the grocery store. I get all the ingredients I need to prepare just awesome home-cooked meals delivered right to my door, and then I'm eating in like a half hour or less. Plus, they've got over 60 recipes and a ton of tasty add-on options available each week, so you're sure to find something that's going to please everybody. Want to go vegetarian? Pescatarian? Maybe fit and wholesome meals? They've really got you covered with it all. This time around on my HelloFresh order, I realized that the winter had really started putting the chill in my bones. So, I wanted to warm up with one of my all-time HelloFresh faves, their Southwest Beef Cavatappi. Ooh, happy belly achievement unlocked. And since Jeff's New Year's resolution was to make more quick and easy dinners for his family, he whipped up their sheet pan sausage and pepper flatbreads, which just looked so dang good. So, you and I actually braved the snow and swung
by for seconds. Ooh, and it was worth it, too. And you know, another thing that HelloFresh gets right is their continued work on the sustainability and freshness fronts. Their produce goes from the farm to your front door in under a week. The ingredients are all pre-portioned, meaning less food waste when compared to grocery shopping. And HelloFresh is the first carbon neutral meal kit company, which we just love to see. So, if you'd like to save money on dinner and help offset all of that holiday spending you just did, now is actually the perfect time to give HelloFresh a try for yourself with this delectable deal. All you got to do is go to hellofresh.com and use the code extra credit 21, and you're going to get 21 free meals plus free shipping. Oh, no, you did not mishear me over your growling stomach, friendo. You can actually save a ton of money on delicious meals that are fun to cook while also supporting the content you love, the environment, and that grumbly tummy you just thought was talking to you. Again, that's 21 free meals plus free shipping at hellofresh.com using the code extra credit 21. Your time and taste buds will thank you. And as always, so will we. Thanks so much for the support, everyone. You know who's just the best? Ahmet Ziya
Turk, Angela Valenciana, Arclight Games, Casey Musgraves, Dominic Valenciana, Joseph Blane, and Skyler Holmes. Thanks so much for your support, all.
The design of quest clarity in video games represents a significant spectrum of player engagement, ranging from fully opaque, lore-heavy exploration to highly guided, objective-driven experiences. Historically, early game design often featured incomprehensible objectives that relied on external guides, leading to a shift toward the standardized, high-clarity model popularized by titles like World of Warcraft and Assassin’s Creed. This latter approach utilizes map markers and explicit quest indicators to streamline gameplay, though it risks reducing narrative immersion by encouraging players to bypass dialogue and context.
Current industry discourse categorizes quest design into four primary methodologies. Maximal-work designs, exemplified by Elden Ring, require players to engage deeply with world-building and lore to discover objectives, making them ideal for immersive, discovery-focused titles. Substantial-work designs, such as those in EverQuest, remove map markers but provide clearer signals that a quest exists, effectively balancing challenge with direction. Hybrid models, like those found in Genshin Impact, combine guided tasks with hidden, puzzle-based content to appeal to a broad audience, though this approach requires significant capital and frequent content updates to remain sustainable. Finally, no-work designs prioritize accessibility and relaxation, serving players who prefer a guided experience, though they require careful balancing to ensure the narrative remains engaging rather than purely transactional.
Ultimately, no single quest design philosophy is inherently superior. The effectiveness of a chosen method depends entirely on the developer’s intended player experience. Designers must align their quest structures with the game’s core goals, ensuring that the level of guidance provided matches the desired intensity and narrative depth of the title. Failure to match these elements risks alienating the target audience, whereas successful integration creates a cohesive and rewarding gameplay loop.
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