Quest Guidance, Wildhollow and Rise of the Argonauts
December 17th, 2008My recent non-public release of Wildhollow (v0.2) has received some very interesting feedback. First of all, many seem to enjoy the art and the writing. Yayness! That’s actually pretty damn cool – I’ve been freetting over whether or not I’m a moron for putting so much emphasis on dialogue in the game. My reasoning is sound: Spandex Force received praise for its humorous writing, so this time I’m concentrating on much more of that. But it is a bit of a gamble. The audio received some mixed comments, but the only thing I really have to change is the typewriter sound in the dialogues. I agree that it’s a tad anachronistic in a fantasy game…but on the other hand I’ve added heavy metal songs for the dramatic scenes as well. What can I say, I like contrasts!

Other than that there are three worrying tendencies in the feedback: the minigames suck (I’m fixing that), the animal management needs to be improved (I’m fixing that)…and I have a sneaky suspicion that some people feel that there’s not enough guidance in the quests.
I’m all for easy-to-play games that one can pick up instantly. But Wildhollow requires you to read a lot of dialogue and deduce what to do based on that. I’ve done my best to have “quest hints” for each stage of the quests and have characters repeat important bits of information if they’re relevant to a quest, but there still might be a lot of exploration required to solve some of the puzzles.
I’m still on the fence whether or not this is a good thing. My initial response is “It’s a good thing, dammit! It encourages immersion and makes the quests flow naturally rather than appear forced.” But yesterday I played Rise of the Argonauts and now I’m not so sure anymore…

I consider myself a casual gamer, and Rise of the Argonauts is a pretty casual action RPG. I click some buttons, and the dude runs around like a scorched ferret, cutting and clubbing people all over the place. I love it! Epic violence, beautifully performed, that requires almost no skill at all. I don’t have to spend hours to learn how to do weird combos – they simply appear out of nowhere!
But all is not well in ancient Greece… The game gives almost no indication as to what I need to do next. I can’t be arsed to read all the text in an action game – I’m playing the game to spear people on my enormous barbeque stick! But if I skip too much I end up with my hero standing around looking dumb, and me sitting there feeling even more dumb. “So… Uh… What? What do I have to do now? Do I have to talk to someone? Is there a list of active quests? I don’t know what to do!”
Now, Wildhollow and Rise of the Argonauts aren’t comparable at all. Not in the very least, and not only because RotA is a frigging multi-million production. My choice to rely on text in Wildhollow is a major part of the design – it’s an integral part of the game. RotA’s focus is on action, with text added on. In Wildhollow you can quickly click around to try out things or talk to people; in RotA you have to physically move your character between the scenic vistas to see if this was where you needed to go…and retrace your steps if not. But at its core, Wildhollow relies on the player to explore to proceed – just like RotA.
I’ve been toying with the idea of adding graphic indicators for whom to talk to next, but… That feels cheap. It breaks the immersion. And it just might make the puzzles too easy. Another approach might be to make conversations pop up more often – make some NPCs initiate conversations on their own. That’s probably a better approach, but I’m still not sure if that would work. What I want is to make a game that’s easy to play and follow, but still not ridiculously simple or lacking in immersion.
Any suggestions for good games I ought to play to get inspiration for how to solve my dilemma?
No one?
Not a single suggestion?
Man, you suck.



