So I saw a thread here talking about how characters could have scars and the like in Destiny.
And I was thinking...
Does anybody here remember Fable I? At one point you are put in Bowerstone Prison for a minimum of a year. It is brutal and very intimidating, really. It is a mission that if completely in reality would have left you with horrible scars all over the place.
Destiny is open world, so I assume there will be plenty of side-quests. What if side-quests actually had lasting effects? If you did a side-quest your character went through some terrible ordeal that had a permanent effect on you, like a giant scar or something? This would provide meaning behind side quests and make them a lot more relevant since instead of feeling like diversions, they would instead indicate something personal to you and your character. Doing certain side-quests, like a prison sequence as in the example (though that was a story-quest), would become more like a badge and encourage people to do them more than just having a generic reward like 'gold'/currency or extra experience points (... a permanent exp. boost quest... that'd be interesting come to think about it... like a raid that requires a lot of effort but gives lasting bonuses instead of haviing a time limit or disappearing when you die/ change armor/weapons).
Anybody have thoughts on this, or ideas on how to revolutionize side-quests to make them relevant? Or hell- even if there are examples of side-quests done in a unique manner I'd love to know about them if anybody has an example!
Discuss!
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Didn't really play it but didn't Far Cry 3 do something similar with tattoos? I also don't expect much visibility of player characters other than armor so I don't think they'll do visual changes for side quests. Really I don't expect much in the way of "side quests" from this game. They are going for constantly unique experiences. You can't do that in the common sense of scripted quests. They will have to do something that makes revisiting the same areas time and time again fresh every time so you need "programmatic" approaches to making the experiences unique and interesting. I still expect a few cinematic experiences but you can't pull off the scope of a game they're looking for by relying on those moments and stories that are created at launch time.