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"Why are we allowing them to walk free and safe? This is a fucking war."

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Thread What are your gaming design sins?
Players complain about fetch quests yet: - repeat same combat for rare drops - grind to collect items for crafting I often feel the framing of fetch quests is the worst part, but I don’t mind the task. - Is there story context for the items needed or repeated tasks? - Does the game show me my progress towards the task, and alert me when I’ve fulfilled the requirement? Plenty of games I enjoy use fetch quests badly, and I don’t mind. It’s rarely the best design decision but it remains effective as a universal way to send the player off to explore and play for a while.