A quest in a gaming context, especially in MMORPGs, is generally a task or series of tasks, which a player or group of players may complete in order to gain a reward. Rewards may include experience points, loot, spells, in-game currency, faction hits, or any combination of the above.
Some games, like EverQuest, have certain quests that can only be completed by player characters of a specific class or race. In turn, the rewards for those quests are often only useable by them. Other quests are doable by anyone and their rewards useable by anyone.
Furthermore, some quests may only be completed once per character for as long as they play the game. Other quests may be done several times, and still others can be completed as many times as a player likes. A common type of quest that is allowed to be done over and over is one that yields a reward of faction with a particular group of NPCs. In EverQuest and other games, "building up" or "raising" faction with certain NPCs opens up the door or, makes available, new quests and safe passage through the lands they inhabit.
Another type of quest found in MMORPGs such as EverQuest, EverQuest II, RuneScape, or World of Warcraft involve the use of trade skills. Generally, in these types of quests the player is required to obtain raw materials (e.g. chopping or gathering wood for carpentry or fletching, mining ore for smithing, etc.) for their specific trade skill(s) and combine them together with other (sometimes "storebought") items to produce useable items to wear (clothes), equip (weapons) or to sell to other players or NPC merchants for game currency.
Questing to obtain rewards or loot is one of the main attractions to MMORPGs because it gives players a feeling or sense of accomplishment. Items awarded to a player through a quest may also be tradeable, providing a secondary financial reward when the item is sold. Some quests however restrict their rewards to the player completing the quest (no-drop or soulbound).
Sometimes side-quests even unlock new characters within the game, enhancing the game experience. Some games, such as Knights of the Old Republic, include side quests that exist only for the purpose of character development, so that the player may learn more about the NPCs who have joined his party, or otherwise give the player a better understanding of the game's storyline or setting (although in this example, some sidequests provide items otherwise unavailable). Torment particularly relied on such quests, with much of the back-story exposed in heart to hearts with party members. A drawback of this approach when used extensively is that the story is obscured if too much is hidden in character dialogues the player must remember to access or even arrange to "unlock". Notable criticism of Knights of the Old Republic II: The Sith Lords was levelled at what were seen as plot holes, when they could be filled in with conscious (but unobvious) player effort.
While some mini-quests are often little more than annoyances, game-designers will often use them to inject some humour, as in the case of the scroll of Icarian Flight from Morrowind. Game series such as The Elder Scrolls, Baldur's Gate, Fallout and Legend of Mana are primarily or almost entirely based on side-quests, creating many possibilities of development to the game.
There are several highly recognizable stages to the standard fetch quest:
Sometimes fetch quests nested within fetch quests describe the entire plot of a game.
It is notable that in relatively recent adventure games, when fetch quests had already established themselves as clichés, the protagonist seemed too bored and tired of them, replying to characters he met like 'Oh not again, I knew it. Don't tell me you want me to go and bring you something in exchange for this *, will you?' somehow self-satirizing the game itself.
Fetch quests are ubiquitous in RPGs because they are a plausible way to force the player to explore dungeons and advance the story. However their universal use has caused annoyance with some gamers, particularly the simplistic case of Fetch quests, sometimes known as Fedex Quests
In a Fedex Quest, the player is essentially given one of two options:
Sometimes, a FedEx Quest can be the beginning of the game; a simple quest which is interrupted by events which will lead the player character through the main plot.
It is argued that, without simple quests such as Fedex Quests, a great deal of time is wasted in-game.
The popular computer role playing game Morrowind uses this form of quest often. Most notable is a quest where the player must return with items in order to be considered worthy of a title. Like many of these quests in the game, the player is allowed to keep the items he finds.
The RPG-satire program called Progress Quest is filled with a great deal of Fedex Quests, even though the player literally does none of it.
There are two main forms of collect the pieces plots:
Total recovery: A total loss of the item, which results in many sub quests for the pieces. Each sub-quest can have a completely different storyline to it, although each ends in a recovery of one of the pieces.
Partial recovery: Only part of the item is missing, but the whole still cannot function without the missing portion. This is differentiated from a fetch quest as the objective item is missing and needs to be replaced, as opposed to retrieving an item that was never in possession.
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