Games and tasks /missions placed in them - freewrite

in #gaming5 years ago

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Since the beginning of the cRPG existence, skillfully created tasks attracted the most to the species in question. Especially in times when the visual setting was contextual, it was the detailed descriptions and colourful dialogues that set the imagination on fire the most.

Today, the plot still plays the first violin in the case of titles that prove to be classic cRPG or its derivatives - in the form of numerous sub-genres. The tasks usually give us the most points of experience, they are also the driving force behind the storyline and give purpose to our journey, shaping the motifs of the characters' actions.

In general, the tasks are divided into main and side tasks. The former pushes the leading plot forward, while the latter binds the other themes and allows us to learn more about the game world and its protagonists.

It has become established that the beginning of an epic journey begins with confronting trivial opponents (although there are exceptions). In western titles such as Dragon Age and Baldur's Gate, these are usually rats. In the mocking The Bard's Tale we even had to face an oversized representative of these mammals, which is an ingenious satire in itself.

For a change, in Japanese RPGs, before we get into serious gameplay, we often stand face to face with glut-like creatures, as Final Fantasy and Dragon Quest fans remember very well. Prosaic tasks set before us at the very beginning of the adventure are symbolic.

First of all, they teach you the rules of the game and introduce you to the reality of the world presented. Going to more and more difficult quests sketches their weight and the process of evolution of characters. The more experienced the protagonist or team is, the more difficult the issues we will have to deal with.

Of course, there are exceptions to this unwritten rule when we are thrown into the whirlwind of big events or face a boss who shows us where the cancers overwinter. However, this is already dependent on the scriptwriter and gameplay designers who have the greatest influence on the development of the plot and the pace of the narrative.

For the main thread, it is very important to feel that our actions make sense or that there is a higher idea behind them. Games allow you to participate in unforgettable adventures, of which we are an integral part, as a kind of catalyst for the most important events.

We can save innocent lives and influence the course of history, protect the whole world or even the galaxy from extinction, make great deeds and make responsible choices. Therefore, the memorable main plot axis is able to influence the final reception of the game.

The main tasks are most often well-known and reproduced schemes based on the most famous works of literature or cinematography. However, this does not prevent the story from being interesting - after all, we like what is known. However, it is important that the vision of the creators is presented with taste.

Even if it usually ends with saving the world, it can be done in various ways, the way to the final goal also in many cases is diametrically different. Although it's certainly a nice change to move away from the usual storyline to an original story, as in the memorable Planescape: Torment.

Sometimes the main plot is just a background for the gameplay, especially in action and exploration games. The Elder Scrolls series leads the way on this level, and it even tempts you to abandon the plot and plunder dungeons and ruins.

Side quests, often underestimated by many players, are a separate issue. In this way, a lot of good things can be overlooked, since side quests are often more interesting than the main plot. Let us use the example of the reliable Witcher 3: Wild Gon.

The CD Projekt RED game is full of absorbing side tasks, which are not treated in the same way. The meticulousness with which they have been executed does not allow them to tear themselves away from the screen for a long time, and the Bloody Baron theme is one of the best tasks in the history of video games.

On the other hand, it is not difficult to exaggerate the number of tasks that artificially extend the game time. It is worth mentioning here the example of BioWare, once a trendsetter. In newer games of this studio we will encounter many repetitive tasks, matching more MMO than single player oriented gameplay.

The problem of complex games (especially with the open world) are tasks related to collecting or finding and eliminating targets. Gathering turnips or searching for lost cattle can be extremely irritating in the long run, although such challenges probably also find their supporters.

Sidequestas are also an ideal place to make a hole in the direction of players. For example, by means of interesting references to pop culture in the form of easter egg or by demolishing the fourth wall, i.e. by blurring the border between a computer game and reality.

The potential of side quests is huge because they don't have to be linked to the main thread. They raise intriguing questions and are a field for talented scriptwriters to show off. They can touch human tragedies and human morals, arouse emotions and provoke reflection.

Thanks to them, we will get to know better companions who will cease to be indifferent to us - we will see in them a human element. Japanese productions in particular focus on the relationships between the characters and do it convincingly, which we can experience in Chrono Trigger or Persona series.

Side quests can also give you a break from constant action. In this case, all kinds of mini-games are indispensable, during which the gameplay mode changes, introducing a breath of fresh air. These may be puzzle games, fistfights or races. Any such activity can take us away from the actual game for a moment and relax.

The structure of tasks is heavily influenced by changing trends among potential buyers. Classic cRPG players still find their fans, but the changes inevitably reach everyone. Today, the open world and the possibility to have fun with friends are becoming more and more important for players, and they often lose the quality of the storyline.

Fortunately, whenever we encounter an intriguing story, we will be perfectly aware of it, because it will be remembered for a long time, evoking sincere emotions. Sometimes it will be a smile on your face, sometimes it will be a note of melancholy or even a deep emotion. Certainly, we will not pass them by indifferently, as it is the case with hundreds of repetitive and typical stories.

What do you think about that?

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