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June 11th 2014, 02:27 PM
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metatarasal
Bard He/Him Netherlands
I object 
What constitutes an epic and what constitutes a quest is debatable. I really hope we don't have to set stringent requirements like a minimum number of screens or scripts to define what makes an epic. Playing time is a pretty bad measure too as playing time can easily be inflated by making parts of the game run slower than ideal. For example screenlocking every screen every time could easily elevate a small combat-heavy quest well into epic territory with respect to playing time.

As for Malachi, I can't judge what it should be as I'm still stuck at the goblin boss. But from what I've seen it feels more like a quest than an epic. A bit similar to initiation which to me also feels more like a quest. This is based mostly on the scope of the storyline which is a lot more modest than something like prophecy of the ancients. Another aspect is the relatively modest size of the map, after all it's not the playing time that defines how I feel about a DMOD but the feeling of expansiveness. Having a lot of scripts and a lot of map screens can really aid in this feeling of expansiveness. I must say that this is where initiation really nailed it because there is things to do everywhere, it's just that it's relatively small map never makes it feel like an epic.

I consider the "super-lengthy dialogue" integral to the "actual game."

That's the key point here isn't it? In my example of the combat-heavy quest screenlocking every screen the author would say that he considers the "super-lengthy fighting" integral to the "actual game". Would he be right?

The answer isn't straightforward. One can talk about what is more important in a DMOD, the amount of content, length of gameplay or some other measure. My feeling is mostly based on how much I feel I have accomplished when I finish the DMOD, not how much time I spend doing it. Did everything I did really amount to an epic adventure? It's more about 'what is there to do in this DMOD' than either 'how much content has this DMOD' or 'how much time do I spend finishing this DMOD'.

Dialogue in this is a bit of a problem as listening to dialogue doesn't really give a sense of accomplishment. It doesn't feel like you're doing anything. Still, it is of course very valid content, much more so than a ton of unnecessary screenlocks for example. There is this odd experience that makes a storyline feel much more expansive when 100 lines of text are being told by 20 NPCs than if they're being told by 2. Even though both in terms of content and in terms of playing time the DMODs would be exactly identical. This is perhaps where my feeling of Malachi as a quest is coming from, the world doesn't seem as expansive as for example in Quest for Dorinthia.

This is my feeling, for what it's worth. As I've said I didn't finish Malachi yet so I can't give my definitive judgement.

On the other hand there are DMODs categorized as epics that aren't that terribly long in terms of gameplay (Quest for Dorinthia and AGAE for example). Categorization remains challenging. Still I believe the leading motif should be how much there is to do in a DMOD rather than the amount of content or the playing time.

EDIT: Please see this separate from any comments regarding quality. I think Malachi is a great DMOD and I really respect the amount of time you put into it. I understand that the 'epic' title is a bit of a badge of honour. I felt the same way, it's a part of the reason why I returned to the Scourger to upgrade it from quest to epic myself.