Welcome to another entry of the Nadirim Development Blog. After having covered some part of the graphics, story and a new add-on, now we will publish information which is gameplay related.
We mentioned earlier that the story occupies a central role in the game. The players will receive background information about the story by accepting and completing quests, this way advancing through the main plot. Consequently the quests will serve as the main tool to tell the players the story of Nadirim and we believe that we can make it better than it is now, so we decided to make some changes.
Let’s take a few steps back and explain what our main concerns were with the questing system of the current version of game.
Interactivity
We believe that the most important issue with the current version is that the area where the quests are presented is not interactive enough. Players simply have to accept or cancel the quests and they do not have the chance to evaluate them in any way.
Main vs. side quests
Another major problem is that in the current version there are no hints about the importance of the quest. Sometimes it is impossible to tell whether a quest is part of the main line or it is just a side-quest.

Zone quests and stage rewards
Additionally the zone quests or stage rewards usually cause more confusion than help understanding the gameplay or story.
Now let’s take a look at the new questing system.
Interactivity
We wanted the RPG part of the game to develop with the new questing system, so we introduced interactivity, personal path and the power of choice. When the player starts a quest, the first step will be interacting with an NPC. As you can see in the illustration below, you will be given a couple of choices that you can pick from and your decision should depend on how much information you would like to receive about the quest. Rather than simply hitting the accept button players have the option to find out more about the background story of the quest, in this way having more information about the whole world of Nadirim. We also thought about players who don’t enjoy reading or RPG, so they will have the option to skip the story part and get to the objectives of the quest right away. There won’t be any disadvantages in the game for players who decide to skip; but for those who decide to read, useful pieces of information might be available that help them with completing the quest faster, easier, etc..

By making decisions the player will not only find out more about the story but they will also determine their character. This character can be shaped by the behavior and the attitude the player shows in the interaction with the NPCs. There will be two directions that one can take; you can be a Noble or a Scoundrel. A noble person is a heroic gentleman, an altruist, honorable and helpful person. On the other hand a scoundrel is a survivor coon, who has a very self-centered personality. The common thing about them is that both of them are fighting against the Nadir and are adventurers.
As another way of deepening the RPG part of the game we introduced the power of choice, so after finishing a quest successfully you will have the chance to choose from one of the additional rewards.
Main vs. side quests
In the new version there will be several differences between the main and side quest windows. First of all, you will have several options when accepting a main quest while in a side quest you can either accept or cancel. Additionally, there will be visual differences in the GUI.

Zone quests and stage rewards
We started with the easiest solutions; we simply eliminated zone quests as well as stage rewards. Now the zone quests are part of the main quest line and we included the stage rewards in the NPC conversation window.
Let us know what you think about the new quest system concept.