Return Quests for previous acts

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Anbergino wrote:
While I like the idea to a point, it goes against what the devs have said.. Basically, that the story is about the character, not the world, and about the character attempting to save themselves.

I don't recall the devs saying anything remotely like this. A large part of the story is going to be simply discovering Wraeclast and what happened to it.

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Kyadytim wrote:
However, I'm not sure if revisiting Acts is going to mesh with the story GGG has already designed, judging by the feel of the narrative of the Areas section of this site and a sense I got from this interview.

I don't see that as being the case. First, the quests would be entirely optional. They would give you a better understanding of the story and the world but they wouldn't be necessary to drive the main plot. Second, if the devs really didn't want people to go back and forth between acts then they wouldn't allow it (like the vast majority of other games).

If the devs want something a little more compelling than simple kill quests, they could conceivably redistribute Act 4 among the first three acts. It could be done almost as a second consecutive plotline. Obviously, you're going somewhere with some goal in the main game so maybe there's something following you and you get hints of that from these return quests. It could be an interesting setup for a future act that leaves players guessing in the meantime. That kind of strays from my original concept but I'm just throwing out ideas.
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tpapp157 wrote:
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Anbergino wrote:
While I like the idea to a point, it goes against what the devs have said.. Basically, that the story is about the character, not the world, and about the character attempting to save themselves.

I don't recall the devs saying anything remotely like this. A large part of the story is going to be simply discovering Wraeclast and what happened to it.

It was either in an interview or one of the videos, or something like that.. I do know the story is finding out what happened to Wraeclast, but just adding that they didn't like the idea of "saving" Wraeclast, since the next player comes along and does the same thing. I'll see if I can find where they mention that. Perhaps I'm confusing the part about saving themselves with something else...

Edit: Scroll down about two-thirds, they talk a little about the plot. http://www.incgamers.com/Interviews/292/grinding-gear-games-path-of-exile-interview-part-1/2

Excerpt from the interview:
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Can you talk about the plot a bit? Is there a world lore and story?

Erik: The story is more of a personal journey the player has. We tell much of the story with visuals and art. Atmospheric.

Jon: One issue with MMORPGs is that you can't really save the world, since then the next guy comes along and saves it the same way. Inevitably, we have to go with more of a personal journey than one bent on saving the world. Also it fits with the theme of the world.

You start the game exiled from your homeland. You've been thrown off a ship and washed up on a beach, and you're immediately attacked by monsters. The initial challenge is just survival. Over the course of the game you want to find out more about what's happened.

Erik: You'll find small clues here and there about what's happened. And why this is a post-apocalyptic world. The continent.
"Instead of praising what you do not understand, try understanding what you do not praise."
- Charles L. Haeldrik
I just want to redo that act 2 bandit quest over and over again. Make a act 2 bandit quest twink! Griefiiinnngggggg fffkkkk yeaaaahh
Cheaper than free... Speedtree

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