Quest for Excellence

This is one of my longest-standing game ideas that still appeals to me. Unfortunately, it is one of the most complex, and I don't expect to accomplish it. Nevertheless, here is the story of how I imagined the game and some details about how it might play out.

After playing TES 3: Morrowind for many hours, my excitement for TES 4: Oblivion was unparalleled. A larger world to explore, intelligent people who had actual lives and motivations, bigger and better and more beautiful than ever. Playing it was a disappointment for several reasons:
1. Dumbed down. Half the magic classes and weapon classes were just gone. How is this a bigger game?
2. Fast travel. It's real nice as a player to click on a thing on the map and be there, but it sacrifices a lot of what made Morrowind so memorable. I had to carefully plan everywhere I went to not spend too much on travel, and get to places efficiently, because backtracking means hours of in-game time, walking. Sure, the map was bigger, but it felt half the size, because it's just so convenient to just click on a city, and not bother with the area in between.
3. The people are dumb. Sure, they have lives where they walk from house to the store everyday. So while I'm waiting for the shop to open, I follow the shopkeeper, who stops and has the same inane conversation with every person he meets. "Did ya hear about them headcrabs?" "They're sure dangerous" "Did you hear that the hero is saving the day?" "Yeah, it's all in the newspapers." The worst part is I know they are only doing this when I'm around. They get nothing from it; it's solely for the player character to pick up hints or hear about his or her exploits. Meanwhile, what I want is for the stupid shop to open up.
4. Urgency is a hoax. This is the big one. I was on the main quest, and was told "Quick, this town is under siege by demons! Everyone is hiding in the church and we need to save them!" But first, I want to level up just a tiny bit. Being the Elder Scrolls, there's plenty to do, and I forget about the main quest for months. One day, I come back to the city, and everybody is still waiting for the hero. The demons haven't done any evil, the guards haven't gotten impatient and stormed the castle, and the people holed up in the church haven't gotten hungry. The whole façade of a living world dissolved.

Ok, I understand each of these design choices, and if they had made it actually time dependent, with people consuming food, realistic interactions with a player character who has no job (just runs around stealing stuff), and an expanded set of skills, weapons, and magic, it would have been a totally different game, and not necessarily a better one. Nevertheless, QfE aims to fix a pet peeve.

The major feature of QfE is that events go on with or without you. Will you spend a year of time doing "find my chicken" quests, and return to gain your diploma with nothing but a few happy farmers as your commendation? Or will you seek out quests worthy of doing? Or, you know, maybe you'll just be in the wrong place at the wrong time the entire game, and your fellow classmates will get all the glory. You should have teamed up with them, you self-centered player character.

  • Addresses my #1 pet peeve of RPGs: a world that entirely revolves around the PC
  • Four playable classes of heroes, but feel free to mix and match
  • Mages specialize in the immensely difficult art of magic (surprise!)
  • Knights specialize in the honor of serving a king (warning: more politics than slaying dragons)
  • Merchants specialize in bringing wealth to the people (but mostly themselves)
  • Bards specialize in lore and music. Boring Bards, we call 'em.
  • Or you can just be a worthless thief. Is there truly honor among thieves?
  • Intricate system of trade that forces merchants to think strategically
  • Convoluted system of magic that forces mages to scream in frustration
  • Clever system of loyalty and disposition that forces knights to be vigilant
  • Realistic depiction of thieves that curbs a players desire to steal everything that's not nailed down.
  • Large world featuring multiple countries with their own cultures
  • Bunches of lore
  • More farmers with lost chickens than you can shake a stick at
  • But also more fulfilling and possibly dynamic quests
  • The possibility of influencing many NPCs
  • The possibility of NPCs influencing you
  • Every choice you make affects the world
  • Every choice your classmates make affects the world
  • But mostly, what the king says affects the world
  • And you're not the king
  • In short: A world that goes on without you