{"id":2775,"date":"2010-11-30T16:01:26","date_gmt":"2010-11-30T16:01:26","guid":{"rendered":"http:\/\/danielprimed.com\/?p=2775"},"modified":"2010-11-25T16:04:00","modified_gmt":"2010-11-25T16:04:00","slug":"wasteland-ventures-fallout-2-%e2%80%93-quest-structure","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2010\/11\/wasteland-ventures-fallout-2-%e2%80%93-quest-structure\/","title":{"rendered":"Wasteland Ventures (Fallout) #2 \u2013 Quest Structure"},"content":{"rendered":"
<\/a><\/p>\n Since the last instalment I’ve made considerable headway through Fallout<\/em>. With the water chip returned to Vault 13, I’m off to find the cause of the super mutant plague. Having made my way through Junk Town, The Hub and Necropolis, I’ve noticed a pattern in the quest structure. Quests, which also act as major story arcs, can be mapped out as follows:<\/p>\n The pre-quest context happens before the actual quest begins. The game will draw the player’s attention to a specific issue in the surrounding area through dialogue with NPCs, access and in-access to certain points on the map, visual markers, in-game events and so on.<\/strong> These indicators can only be triggered through the player’s interactions which themselves fit the real world context of investigation (talking to people, asking questions, snooping around). As such these basic mechanics (talk, walk and view) work well with the devices that establish context. In this way, the mechanics make the player’s awareness of the populace’s social troubles (which necessitate quests) quite normal and life-like.<\/p>\n One of these indicators will prompt the quest to begin.<\/strong> So maybe when talking to an NPC, they will call on the player to help them or entering an area will cause some characters warn you about a current predicament.<\/p>\n Most major issues in the wasteland that act as the backdrop for quests can be attributed to faction leaders exerting their force on small minorities. At some stage you’ll need to make contact with faction leaders who often remain tucked away in their fortified hideouts.<\/strong><\/p>\n At this stage Fallout<\/em> presents the player with a fairly open slate. The objectives of the quests, which usually fall along the vague lines of \u201cstop this person from disturbing our way of life\u201d<\/em> allows for multiple solutions that fall in accordance with the player’s SPECIAL statistics and skills. The statistics directly affect what tangible abilities (and their success rates) the player can employ in such situations and throughout the game at large. The chart here identifies the tangible outcomes of the player’s primary SPECIAL stats<\/a>, while this one here correlates to the player’s skill system<\/a>. But let’s take some more practical examples. Say, if the player has high intelligence and perception, then they will have more dialogue options and can therefore persuade the aggressor to change their stance. If the player has good strength then they could simple barge through the fortress and blow away the leader and their goons. Maybe the player has invested in a skill, like stealing, and can simply take what is needed without confrontation. Every situation allows for more than one possibility (at its most minimal violent and non-confrontational choices), and maybe even a few you’d never even realise. (Tricking Gaul into thinking that you’re his father is a good example).<\/p>\n <\/a><\/p>\n The bases for the factions are designed in such a way as to create a risk\/reward system pertinent to player’s potential approaches (read: their best and most usable skills). Guards cover the entrance of bases, making it difficult to flee if one decides to attack the leader. Similarly, if the player steals and gets caught, they’re immediately in great danger. Backdoors are often included for those who can sneak their way through, yet failing to crack the lock can foil the entire plan before it even begins.<\/p>\n Based on the player’s actions, there may be a point where the situation branches (almost a given when 2 factions are involved) and the player can choose to support the quest giver or the opposing faction<\/strong>. This is where most of the moral ambiguity finds its way into the context. Requested assassination attempts are a common example. After being asked to remove a certain individual, on contacting with that individual, you may warn them and, in turn, they may request that you remove the initiator instead. My example below along with the recommended quests in the conclusion all feature this design.<\/p>\n Simple enough, the quest is completed and the player receives some kind of reward.<\/p>\n Due to the savage nature of the wasteland, the benefits that players get from a quest is usually to the detriment of somebody else and this, more often than not, creates consequences that affect play<\/strong>. The best examples being that certain areas becoming inaccessible or clan members automatically launching into an assault when sighting the player.<\/p>\n With the quest structure layed out (and frivolous commentary added), we can now apply this model to one of the quests.<\/p>\n Overview: There are two main players in Junktown, Killian Darkwater<\/a>, grandson of Junktown’s founder and local store owner who respects the rules of the community and Gizmo<\/a>, an overweight casino tycoon who employs the neighbouring Skulz gang to help him with his dirty work. Both men are at odds. Killian wants to restore proper law and order to Junktown which means the dissolution of the Skulz gang and removal of Gizmo, while Killian’s holding up the expansion of Gizmo’s flourishing empire. Killian has the local police force on his side, but lacks the evidence to lock Gizmo away. On the other hand, the bottom half of town near Killian’s store is well protected, making it difficult for Gizmo to make a hit on Killian.<\/p>\n The videos below are of the quest playing out, a text version can be read here too<\/a>.<\/p>\nPre-quest Context<\/h3>\n
Quest Trigger<\/h3>\n
Contacting With The Source<\/h3>\n
Branching<\/h3>\n
Completion<\/h3>\n
Consequences<\/h3>\n
Junktown, Gizmo and Killian<\/h3>\n