Should the game has choice base quest for both main and side?

I just wanna know if the game should have more choice base quest for both main and side quest like other games or it should be linear?

You mean like having choices that affect the outcomes of quests or having more side quests unrelated to the main story? If it’s the former, I wouldn’t be against having choices, but I don’t think it’s something whose absence would break the game either.

in both ways, because it seems like the choices can make the game more personal in story telling. and it could be use as a side quest too like, one of the quest will be you have to choose between saving a person or get him killed but a mass number of people from plague will be saved. so depending on the choice we will see that the base will have more people or that specific person will live and will give you new item but many of the shops will increase their prices of items. its just an example

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Choice based quests in video games came about to implement multiple endings, not make the story telling more personal. No one cares about your personal choices, it’s just a way for the writers to show multiple endings if they wish to do so and the story has to make sense for it to work.

people do care, thats why there are so many games with multiple choice. and its not always about the endings. some games like witcher 3 have side quest that dont do anything for the main story yet its there for player choice.

…this is blatantly wrong, choice based quests can make a difference between rp as a psychopath or as a human being and that can then have a role in how the game ends. Will you save the world from the Plague or let it spread and consume all? Now that’s a pretty basic take on how the game could end but still, there’s agency for the player. My Cerim made different decisions than yours, making my experience personal and more intimate. There’s richness in that.

It’s also true though that in ARPGs there’s usually just one ending because what matters is the action rather than choice (like in the most recent Diablo installment)

It’s baffling for you to say I’m blatantly wrong, and rewording what I said.

Having a role in how the game ends IS multiple endings. Choice based quests were born out of that mechanic, not to make the game a more personal experience. They were a tool to retell the story.

You can go back and look at the history of multiple endings in videogames. I can assure you the developers of Hydlide did not care about making interpersonal relationships with you when they made that game.

:nerd_face:

It may have been like that back when Tetris came out, but not today.

Have a great one :revolving_hearts:

You’re exaggerating. You can have small choices that don’t affect the ending or overall story, such as a decision that causes a minor character to live or die, or something as small as getting different dialogue from NPCs.

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