Re: Quest Design
Really, I think that's the key. One-shot quests certainly have a place, in my opinion; that place is for rewards that oughtn't to be "farmable." If you're handing out the Supreme Sword of Destrobliterationocaust as a quest reward-- yeah, maybe no repeats. But in general, I think quests should be designed not just to be repeatable, but should provide what KaVir mentioned: long-term entertainment.
For a nice example: if you are playing WoW, you could view the entire game as a metaquest. The ultimate goal is to level up, perfect skills, whatever.
But every time you level up a character on WoW, it (can) be a different experience. You can choose a new class; you can start in another realm; you can choose to do different quests to collect the sweet xps.
Also I never leveled a character in WoW past 20 because I thought it was horrendously boring, but my point is still valid: you can have quests that evolve and change with each replay, and an ideal system makes repeating the same quest in the same exact way every time impossible.
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