Expeditions: Rome Developer Diary - Side Quests
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Seeing how at this point it's pretty much impossible to imagine an RPG without any side quests, the latest developer diary for Expeditions: Rome highlights Logic Artists' approach to optional content in this latest installment of their historical RPG series.
Here are a few sample paragraphs to get you started:
The work of creating our side quests happened relatively late in the project. In what was a bit of a departure from our previous methodology, we wanted to have the full main story finished before beginning work on the side content. This had the additional advantage that our levels were largely done by the time we began working on the side quests, giving us a very clear picture of which and how many we would need. The design department claimed a meeting room and spent a whole day just brainstorming ideas.
To guide our creativity, we formulated the following rules that all our side quests had to live up to:
1. A side quest must be “pull” content. Whereas many of our main quests are “pushed” upon you by messengers seeking you out, our side quests almost all begin with you walking up to an NPC and choosing to talk to them. That way, side content is something you find and which you choose to engage with; you are not made to feel obligated to spend your time on it. It should be perfectly fine to just miss a side quest.
2. All side quests must respect the player character’s station. You are the legatus of a Roman legion. You will not be asked to deliver messages, recover lost heirlooms from sewers, or catch petty thieves. Whatever an NPC asks you to do, it should be something that requires the attention of a general of an army, or a member of the nobility of Rome.
3. All side quests must meet at least one of the following requirements: it features a combat encounter; it presents the player with an interesting and important choice; it contributes to the portrayal of major supporting characters; it contributes significantly to our world building; it strongly supports one of the core themes of the game or relates directly to the main plot. The more of these boxes a side quest can tick, the better.