(If you’re a lazy bum, scroll down passed the book and read there for the meat of the article!)

RPGs and Pokemon! Who doesn’t love quests!  Well… If you don’t, you’re probably not at the right place. But I digress. If you’re privy to my design philosophy, you will know that I am creating Generation 0 with the mindset of it being first a JRPG, and second a Pokemon game. Essentially, it is Pokemon as if it were made to be a full-fledged, single player, RPG experience instead of what it is now. This game is being created by a fan who grew up with Pokemon and played it when it first came out at 7 years old. A fan who is now 25 years old and is still in love with both Pokemon and RPGs. So I want to meld those two worlds together and create something amazing and new, while still hearkening back to nostalgia.

So, what is a staple of RPGs?  You guessed it, quests! And it was the title of the article here… Hehe. Anywho, quests are something that is ingrained in every RPG out there. Including Pokemon, even. They’re just handled in various forms in each iteration of design.

I personally love the types of quests you find in the Elder Scrolls series. More-so in Morrowind than the latter installments. I absolutely despise quest markers. Anyway, I loved having a quest journal, seeing my quests and getting that tangible start and end and the bonuses that come after. This is one feature I find pivotal for Generation 0.

So, as stated, I am going to have a fully integrated quest system implemented. You’ll start a quest, receive a notification that it’s begun(like you’ve seen in the pic above with Road’s Topography) and then you will be able to access your Pokejournal for information on the quest. When you complete it, you get a notification, a stock EXP reward, and possibly other rewards as well.

What’s the Pokejournal? You may be asking. That is going to take the place of the Pokedex. It will act as the Pokedex itself, and also have sections for Quest journals and the staples of RPGs with an encyclopedia on people and whatnot, too. Plus maybe more!

Experience on every quest? Might that be too much? Well, I’ve thought of that. Engaging Difficulty is one of the tenets of design I follow. There is my feature called Gym Lock, for instance, which curbs EXP gains. When you enter a gym, it locks the doors and auto-saves. You must beat every trainer in one go or lose and start over, from trainer 1. But. If you lose, the next time you go through the gym you earn no experience. Not from a trainer or the leader.

Additionally, I’m toying around with the numbers though, I will be reducing exp gains across the board by 20%. These two reductions may seem like a lot. However, when you start thinking in an RPG mindset, it’s actually evens out. I will be having a lot of quests. And I mean a lot. There are going to be main story quests, side quests, hidden quests, quests that open after other quests are done, and possible repeated quests. Quests galore! Plus, I also have the Book feature, which will be explained further in another devlog. But you can find EXP books, much like the Elder Scrolls Series.

BOOK! Here is an example book you can find in the game! Every bookshelf will have books to read!

Now, if you’re still here and haven’t rage-quit, you’re probably wondering how the quest rewards work. There are two types of bonuses from quests: static and dynamic. Static Rewards are Experience Points and Dynamic Rewards are the items and other bonuses you receive from quests. Each quest will have be categorized by level and grade. Both of these classifications affect the Static Reward received.

Static Reward:

The Experience Group Medium Fast is used as my control, as it is the most basic and average function;  x3 = Total EXP, where X is the level of the Pokemon. So, a level 100 Pokemon would need 1 million(1,000,000) experience to get to that level. First, I must find the experience needed to level a Pokemon from X to X. To get this, I take the higher level cubed and subtract the lower level cubed.
For instance, 8373  = 169(the exp to level a Medium Fast Group Pokemon to level eight, from seven).

Using the above example, let us take a Grade D, level 7 quest. Or, 7D(169 exp). The level classification is primary, and the grade augments the primary amount.

The grading system scales the experience given, depending on the difficulty of the quest. After calculating experience needed for a level, the grade takes a percentage of that amount and that is the yield of EXP for said quest. In ascending order from F to A, it is 15% per grade.

For a 7D quest, this means it will give an experience yield equivalent to 30% of the experience needed to level a Pokemon from the Medium Fast group from level seven to eight.

“F” is 15%, so “D” is 30%. D takes 30% of this, which is 50.7. Rounding that up, you get 51 EXP given from a 7D(level 7, classification D) quest.

Each quest is going to have a level associated to it and a grade classification. This way, I am able to take a quest, define it, and it will automatically have experience tied to it that it will give.

Dynamic Rewards:

So, now you know that a 7D quest will give 51xp. You’re wondering, what else? Good question! This classification is so broad, due to the fact of the nature of the rewards. Some quests will simply give you some money for completing it, some people may give you items, and some will even give you Pokemon! There are a wide variety of Dynamic Rewards to receive from quests. Given that, I won’t go into terrible detail on them.

Often, they will be tailored to the quest. For instance, in the Carry Your Pidgey On(Carrier Pidgeon, get it?) quest, you must catch Jamie five Pidgey for his carrier Pidgey service. It takes some Pokeballs and time, so he ends up giving you two great balls and a potion for your troubles.

capture038He is located on Route 2!


In Rattata in the Cellar,you are given some of the foodwares in Robert’s basement, since you saved them. They happen to be some rare berries!

capture040Robert is located in the Northeast part of Pallet Town!

So the Dynamic Rewards really depend the quest itself and what the rewards should entail. I plan on some giving random items based on a leveled list and some being specific rewards.

So each and every quest will give a Static Reward and a Dynamic Reward. This will take a lot of the annoying grinding out of things and help it be more dynamic and fun. Of course, if you couldn’t tell, you get to pick which Pokemon gets the EXP. So you could give the EXP of a level 30 quest on a level 5 Pokemon.

I really hope you like the quest system!!!! Look forward to our next installments on breakable items!!!!  I hope you love the ways this game is going to be more like an RPG. I know I do!
Thanks, and stay tuned!