Original Post
I’ve been thinking about quest items recently trying to decide if they should exist in the game world before the quest is given to player, and what effect that should have on the quest structure if any. For instance if there is an optional quest to find some incriminating evidence about a corporation and the player decided to break into their office before getting that quest. Should they be able to find the evidence? And if they can should they now it’s a quest item? From a realism perspective it would make sense that they could find it, and even sell it never knowing its true worth. From a game play perspective it open up a host of structure and continuity issues. Does finding the evidence give the player a new quest “blackmail the corporation, or find a buyer. “. Does the quest giver now ask the player to find the person who stole the evidence, rather than break in and find it? If during the flow of the original quest the corporation sends an assassin after the player to steal back the evidence should the assassin still be triggered even if the player hasn’t gotten the quest? Making the quests malleably and changeable by player actions I feel would make a more interesting and layered gameplay but the resulting complexity could make scripting and testing a nightmare. It could also mean the player looses out on some quests if their actions can invalidate a future quest. Thoughts?