Interesting idea. I have spent quite a few thoughts on this question myself. A similar idea occured to me when I did the veteran Crypt of Hearts dungeon for the first time AFTER already having done the associated quest. CoH is set up in a way that the original quest giver still appears and she follows you and talks to you, telling her story, while your group is running through the dungeon. This mechanic is zero intrusive, because it does not force you to interrupt your natural behavior (to stand and wait and read). And at the same time it adds a lot of immersion compared to not have this at all.
I think if more quests were constructed in a way that the player is not forced to stand and read, but instead gets 90% of the quest content via talking npcs that follow him around, the whole questing experience would be better. That way the quest dialogue would be perceived as a positive element that decorates your natural behavior, as opposed to it being perceived as a negative element that disrupts your natural behavior.
I would like this too. I hate subtitles in games because I find I can't help but read them and then find I am 'ahead' of the person speaking. With ESO's quests, I find I can't enjoy the NPC talking to me because I already know what he or she is going to say. It would be much better to be able to switch the accompanying text off.
Having said that, the voice acting in the game is pretty woeful, so maybe it is best to skip it altogether.
To be fair to the voice actors, I suspect they were given their lines with no context at all. Often you hear them stress a particular word in a sentence, changing the meaning from the obvious in context response to something completely different.
Mettaricana wrote: »I would like un-failable quests that actually just keep evolving based on if this npc died when they weren't supposed to but if they did someone else will direct the quest in a direction kinda like the bleakrock quest line in EP. help one party the other dies etc but doesn't stop the story. or in DC if the queen dies rather than have it restart just have some alteration in the story someone else steps up in her place and gets more screen time and progresses the quest further or in a slightly different direction that way every play through would be truly different outcomes on characters and what you experienced.
Mettaricana wrote: »I would like un-failable quests that actually just keep evolving based on if this npc died when they weren't supposed to but if they did someone else will direct the quest in a direction kinda like the bleakrock quest line in EP. help one party the other dies etc but doesn't stop the story. or in DC if the queen dies rather than have it restart just have some alteration in the story someone else steps up in her place and gets more screen time and progresses the quest further or in a slightly different direction that way every play through would be truly different outcomes on characters and what you experienced.
Mettaricana wrote: »I would like un-failable quests that actually just keep evolving based on if this npc died when they weren't supposed to but if they did someone else will direct the quest in a direction kinda like the bleakrock quest line in EP. help one party the other dies etc but doesn't stop the story. or in DC if the queen dies rather than have it restart just have some alteration in the story someone else steps up in her place and gets more screen time and progresses the quest further or in a slightly different direction that way every play through would be truly different outcomes on characters and what you experienced.
NEVER going to happen in an MMO, simply not possible.