An Analysis of Original Quests on SV (Draft, under discussion and revision)

I'm not doubting your capacity for analysis, but it would be ideal if more people put their heads on the data, to compare conclusions and all that.

And maybe later someone could make a secret "ideal" quest, to test the results?
 
I'm not doubting your capacity for analysis, but it would be ideal if more people put their heads on the data, to compare conclusions and all that.

As is we can't really post-facto ask everyone for their permission. What I can do is post simple interval stuff like "x number of people say they have a quest off-site" and so on. And individual responses I picked out.

Can dead quests apply for this or is it just going to be quests that are alive and complet?

Anyone with a quest. Hell, theoretically you can post even if you don't have a quest.
 
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I'm not doubting your capacity for analysis, but it would be ideal if more people put their heads on the data, to compare conclusions and all that.

And maybe later someone could make a secret "ideal" quest, to test the results?
Eh, I did something similar with Fanfics awhile back

It's not fun, and an "ideal" quest is even more mercurial simply due to the nature of interaction and unpredictability. With normal stories there's a fairly linear path you can take while planning it out. Things can play out in a certain manner in the narrative, and your data pool won't be overly affected by a dip or negative feedback for certain elements. As a matter of fact, those are exactly the kinds of things you're looking for as you can then contrast them to other data sets to create a proper conclusion in order to put together a "reasonable" hypothesis about what said data actually means

These kinds of things are expected. Controlled. Waifus. Shipping bait. Twists in the story. Heel-face-turns. Dramatic backstory reveals. Flashbacks. Introductions of new characters. Fight scenes.

All of these can be directly controlled in a normal storytelling format.

In a Quest, this shit is blown wide open.

If someone were to try and pull such a trick with this data set in order to create an "ideal" quest I'd frankly feel sorry for the poor miserable sons of bitches.
 
Honestly the point isn't to make an "ideal" quest, it's to take the questing forum's pulse when it comes to a lot of meta aspects of quests. Do people take hiatuses often? What do people think about update length? Update speed? What kind of pressure to people face? What is the hardest part, and if that part is the hardest, what can we do to alleviate it? etc
 
Honestly the point isn't to make an "ideal" quest, it's to take the questing forum's pulse when it comes to a lot of meta aspects of quests. Do people take hiatuses often? What do people think about update length? Update speed? What kind of pressure to people face? What is the hardest part, and if that part is the hardest, what can we do to alleviate it? etc
I find that a steady supply of alcohol is my answer to any and all of these questions

But that may not be indicative of others :V

Having said that, your goal is significantly more feasible
 
In my experience very successful quests tend to develop or start with a character who has their own personality and goals beyond the minmaxing tendency of SV, which results in some of the decision making being based off of roleplaying as much as making the best decision.

If the players do something they know isn't the best idea because the character would do it it is probably a good quest.
 
welp, I have offered my take on things as a man of many (mostly dead) quests across three sites. Hope this helps you understand the subject matter a bit more.
 
In my experience very successful quests tend to develop or start with a character who has their own personality and goals beyond the minmaxing tendency of SV, which results in some of the decision making being based off of roleplaying as much as making the best decision.

If the players do something they know isn't the best idea because the character would do it it is probably a good quest.
That is a very good point
 
you guys might be interested in this.
FOR THOUSANDS OF YEARS...
Uh, okay about a month I laid dormant, RL was pretty hectic.
Okay, I started this madness seven months ago.
...WHO DARES DISTURB MY...
Oh, it's Pandemonious Ivy.
Keet keet to you too. What are we doing?
[+] Fill out a survey.
Huh? Oh, okay.
Oh, and preemptively, you have my permission to share any of that stuff how you want, so no need to ask again later. Just uh... I guess tag me if you guys are talking about it so I can come in and get feedback.
 
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In my experience very successful quests tend to develop or start with a character who has their own personality and goals beyond the minmaxing tendency of SV, which results in some of the decision making being based off of roleplaying as much as making the best decision.

If the players do something they know isn't the best idea because the character would do it it is probably a good quest.
Hm. Seems to fit with how things have been going in my quest.
 
If you want. I'm not sure how useful your perspective is but I can't stop ya :V
Never underestimate the usefulness of contrasts between expectation and experience

the former is the perspective of a prospective reader, and the latter a prospective writer, and understanding the distance between the two mindsets is a very convenient thing
 
Never underestimate the usefulness of contrasts between expectation and experience

the former is the perspective of a prospective reader, and the latter a prospective writer, and understanding the distance between the two mindsets is a very convenient thing

Yeah, it's just that some of the questions are outright irrelevent. But each question is a bit compartmentalized so I don't really mind if you don't have a quest.
 
In my experience very successful quests tend to develop or start with a character who has their own personality and goals beyond the minmaxing tendency of SV, which results in some of the decision making being based off of roleplaying as much as making the best decision.

100% this.

Although it isn't so much a min-maxing problem as it is that making a coherent character by consensus is really hard.

Veekie did a pretty good post about this:


Absolutely. The more control, the worse it gets.

With completely open chargen, you wind up with the following archetypes:
-You get lucky and someone who knows the setting and mechanics actually puts in the work to write a compelling character. This one person drives the bandwagon, and others don't get much say over it for investment level. Aka the Earthscorpion/Tenfoldshields/Revlid write in solution. Single player presents masterwork vote that everyone else just follows.

-You get lucky and through a confluence of events, your players arrive at something sort of playable and compelling while trying to actually powergame(see Rose, who's a pretty powergamer build that grew into much more through circumstances and bandwagon drifting).

-Things work out in a confused mess that collapses into a character of sorts in one of several SV archetypes. Writer can work from here to actually give it depth.

-Things work out in a confused mess based on the mood of the day, which can give you things like a sufferingblob(see Ignition's Jade, who went all the way to being tortured for more power, and alternating between mad science, hamfisted attempts to cure her problems and burninating everything)

-Random factor in chargen gives you Interesting Times. See Illona, Frederick, etc. The dice decided to have fun and you just ride the dice monster.

-Someone introduces a stupid meme and the thread decides it's awesome in a fever. See Praising the Sun, Muscle Wizard, etc. VERY hard to pull a recovery, most such quests either go full crack or die.


Players are almost never concerned about making a viable story for the PC, and in the absence of the direct pursuit of the archetypical preference, will always seek more power/science.
 
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