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Campaign Quests

My primary responsibility for this release was the main campaign quests – namely Renegades and The Territory War Begins. This feature required heavy collaboration with the narrative team, and underwent lots of revision but, at the end of the day, it was pretty cool to be able to work on the story for our Star Wars collaboration. Also, the narrative folks were all great to work with.

 

Initially, the hope for this questline was to have the narrative be a bit more open-ended, and provide players with some agency in how they progressed through the story. Earlier on, we had toyed with the idea of allowing the player to choose the order that they were introduced to each syndicates. As part of these introductions the hope was to have the player assist each syndicate in setting up an illegitimate business in Tharsis Outpost, which would have subsequently rolled out some of our seasonal gameplay features. Due to assorted constraints, we did need to revert to a more linear flow, though I do feel that it ultimately provided for a much stronger story.

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When it came to the actual design of these quests, I tried to adhere to the following set of guidelines as much as possible, though, concessions do sometimes need to be made –

 

  • Avoid excessive vectoring

    • Nobody loves running back and forth between NPCs, especially if it’s just to receive a few blocks of text. It’s even worse if you require a player to load onto a planet, just to talk to a single NPC, and then have them leave again. This is one of those areas where just sitting down and playing through your own content can expose some of the pain points, and narrative tweaks might be required, for the sake of the player experience

  • Break up narrative-heavy moments

    • This is another area where playtesting can help to easily expose potential points of friction. This could technically account for excessive vectoring, above, but is more focused on avoiding long stretches of inactivity. Cinematics, radio message, vendor performances – these are all things that require players to more passively engage with the game and, if chained together, can lead to long periods of inactivity, resulting in the player losing interest.

  • Avoid busywork

    • It can be nice to break up some of the more dialogue or audio-heavy moments with a bit of gameplay, but if the task at hand feels like more of uninteresting chore, it can actually end up hurting the experience a bit more than helping. If you are going to rely on more menial tasks, see if you can at least associate some sort of benefit - touring a space, meeting particular NPCs, introducing new interactions, etc.

  • Don't pad playtime with activites

    • With Renegades, Lawless Frontier jobs were only required when their corresponding locations were first introduced to the player. Beyond that, all activity time was constrained to the more narrative-focused missions. Players are going to be running seasonal activities a lot, post-campaign, and slowing down that journey by requiring more of the same tends to not feel great. Also, depending on the amount of repetition, it can sometimes also just blatantly read as trying to pad playtime, which is very often met with negative sentiment.​

 

And probably worth calling out – while the narrative was certainly the biggest driver, in terms of shaping/reshaping the structure of these quests, it was not the only one. Additional considerations also need to be made for how we roll new seasonal features out to the player. In the case of the Renegades release, things like the Syndicates, Renegade Abilities, Lawless Frontier, and Contracts all required coordination with the respective feature owners, as well a bit of creativity for how they might make sense with the narrative. at the times that we wanted to introduce them.

Contracts

An additional one of my responsibilities for this release was the Contracts feature – an objective-based system intended to help guide players’ job selection by providing additional rewards and reputation.

 

As we did not have an abundance of tech support for this feature, I had to get a little bit creative with the setup and consider how I might rework some of our existing objective-based systems to serve this one’s goals. Some of the contenders at the time were –

 

  • Bounties

    • We had been moving away from bounties for some time, so it felt like a step backwards to try and utilize the system. Additionally, these did not cleanly support the multi-step nature/intent of some of the contracts and created potential points of friction when it came to quest inventory limits, and the steps required to repeatedly acquire these.

  • Quests

    • These better supported the multi-step intent and provided us with a bit more flexibility than bounties, but still introduced similar points of friction. I did not want to introduce a system that required frequent returns to the social hub, or quest management – basically trying to avoid anything that would get in the way of players being able to chain jobs back-to-back, if that were their desire

  • Triumphs/Challenges

    • The system that we use for triumphs, challenges, etc. actually ended up being the best candidate here. It required a lot of fun logic behind the scenes to get everything working as it currently does, but the end result was a system that supported multi-step progression and didn’t require any sort of extra management on the players’ part.

 

Once the underlying structure was squared away, another big consideration was with how we wanted to approach the objectives themselves. For these, I had also created a set of guidelines that I was aiming to adhere to –

 

  • Focus on seasonal verbs/activities

    • Destiny 2 has a fair amount of objective-based systems and I didn’t want to just add to the noise by requiring things that players are already being asked to do in 2-3 other places.

  • Avoid in-activity objectives

    • The goal of this system was to point the player in the right direction and then let them do their thing - not give them something else to worry about over the course of the activity. For this reason, the majority of objectives focused on job selection, while occasionally requiring that certain types of Renegade Abilities be equipped in the run, to help incentivize more varied gameplay, and provide stronger tie-ins to the syndicates.

    • Additionally, I didn't want to introduce potential points of friction where two members of a fireteam might be trying to exfil, and the other is running around trying to get a few more precision kills

  • Allow for overlap within the system

    • I think it’s always nice to see opportunities for efficiency in these sorts of repeatable objective systems, and it can also feel really good for those rare cases when everything likes up perfectly, and a single job ends up being extra rewarding

  • Account for solo and group play

    • I needed to tread a thin line in terms of how broadly these objectives could be completed. That is, I wanted to make sure that groups of players would be able to find enough overlap in their objectives to be able to simultaneously progress but, at the same time, did not want requirements to be so broad that solo players were effectively completing 2-3 contracts every job.

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