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Secret World - Quest Design @ Angry Duck Gamer

Discussion in 'Game/SP News & Comments' started by RPGWatch, Aug 6, 2017.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]Angry Duck Gamer aka GabrielMP_19 takes a closer look at the quest design of The Secret World:

    The investigation quest's design in The Secret World
    MMORPGs are generally not very well regarded in their quest design. Generally full of fetch and "kill X enemies" quests, many of them tend to be boring grinds until the endgame. In such a context, The Secret World's (more recently relaunched as Secret World Legends) investigation quests are quite a breath of fresh air.

    The Secret World was originally launched in 2012 as a story-focused MMORPG. Instead of medieval fantasy or science fiction, the two most popular RPG scenarios, TSW wanted to be different, focusing in conspirations in a lovecraftian urban fantasy. You control a person that has recently awakened magic powers and is called by a mysterious organization (which can be the Illuminati, Templars or the Dragons, it's up to you). You are soon called to Solomon Island, a place in Maine where a zombie outbreak has begun (yeah, so much for originality).

    There are many fetch quests in The Secret World, as it is in most MMORPGs. Still, while you'll get plenty of "kill 10 zombies" quests, there is a special kind of quest that really sets the game apart: investigation quests. While in most quests you have clear objectives and a question marker to guide you, investigation quests are generally full of riddles and exploration without markers. While some of them can be criticized for their difficulty, they reward out of the box thinking and observation. To explain what sets some of the investigative quests in Secret World apart from other games, I'll talk about four quests in the first area of the game, Kingsmouth Town.

    [...]

    While The Secret World is filled with trash mobs and fetch quests, as any MMORPG is, really, those quests really stand out. Quests like The Kingsmouth Code, even with their difficulty, flesh the world and the lore more than any dialogue and they do so by gameplay, in which the player has to be active in this world. That is great quest design and should be adopted by more games. The Secret World may be an uneven game and even those quests are, but they show steps into the right direction.​
     
    Last edited by a moderator: Aug 6, 2017
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