Side Quests? Non-linearity

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Rain
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Side Quests? Non-linearity

Postby Rain » Sun Dec 05, 2004 4:14 am

One thing I know about every good RPG I have ever played is that there are multiple hidden side quests and secrets that empower your characters for the battles that lie ahead. An example of this...
FF^ Finding the secret room under the stair case in the esper cave, where you receive the Atma Weapon and some other amazing treasures.
Chrono Trigger: pretty much all of the quests at the end of the game are so amazing and add so much "touch" to the experience.

How linear is this story going to be? As someone who has played games pretty much well, TOO MUCH, I have found that breaks (side quests) are sometimes imperative for keeping the player immersed in the experience. Just a suggestion...
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Roots
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Postby Roots » Sun Dec 05, 2004 5:02 am

No worries, I'm also a fan of side-quests and we'll have plenty of them. :D They won't be written in the narrative though, since you can't really have "side quests" in a novel. :heh: But I'm guessing the game will be completely linear for at least the first two releases, and gradually open up after that. Who knows, maybe we can even hold a "design a sidequest" contest among the players and the best idea gets implemented in the game. :angel:
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Postby Rain » Sun Dec 05, 2004 6:10 am

Roots wrote:No worries, I'm also a fan of side-quests and we'll have plenty of them. :D They won't be written in the narrative though, since you can't really have "side quests" in a novel. :heh: But I'm guessing the game will be completely linear for at least the first two releases, and gradually open up after that. Who knows, maybe we can even hold a "design a sidequest" contest among the players and the best idea gets implemented in the game. :angel:


interesting...
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Works

Postby Guest » Fri Nov 25, 2005 1:32 pm

[quote="Rain"][/quote]

That works so well for me, thanks.
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Rain
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Re: Works

Postby Rain » Fri Nov 25, 2005 11:49 pm

drawer5676 wrote:
Rain wrote:


That works so well for me, thanks.


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