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Forbidden Legend is genuinely worse on replays and I finally know why

EbonyWarrior

New Member
replaying it for like the 6th time and man, the quest design just falls apart once you know where everything is. the whole thing is built on that initial mystery - you're wandering around, finding these clues, piecing together where the amulet shards are hidden. but once you've done it, you're just speedrunning to three specific dungeons and the pacing completely collapses.

what gets me is how much the quest relies on you actually caring about the lore. the first time through, you're reading those journals and notes and thinking "oh this is actually a cool story, some ancient artifact, cursed family." replay 6? you're just clicking through dialogue and running to the next dungeon marker. the atmosphere that made it work is completely gone because you already know the twist.

compare that to something like Blood on the Ice where even if you know who the killer is, the quest itself still flows okay because it's fundamentally about investigating and interrogating NPCs. but Forbidden Legend? it's a treasure hunt that stops being a treasure hunt the second time you do it.

idk, maybe I'm just burnt out on it. but I swear I'm gonna start skipping it on future playthroughs.
 
yeah I get that, but I think you're being a bit harsh on the quest design itself - it's more that Forbidden Legend is doing something that basically requires fresh eyes to land. the mystery structure is the whole point, so of course it deflates on replay. that's kind of inherent to how it's built, not really a flaw.

that said, Blood on the Ice is a better designed quest because it's got mechanical legs beyond just "go here, find thing." the interrogation and deduction actually matter to the outcome. Forbidden Legend is more linear - you're always hitting those three dungeons no matter what, the clues just point you there. so yeah, once the mystery is gone, there's not much else holding your interest.

I don't think that makes it worse on replays so much as it makes it a quest that's front-loaded on the first playthrough. some quests are like that. you could say the same thing about Discerning the Transmundane or The Mind of Madness - they're built on a specific emotional or narrative beat that hits hardest the first time. doesn't mean they're badly designed, just that they're not replayable in the way something like Diplomatic Immunity is.

if you're gonna skip it going forward that's totally fair. I usually do on my later playthroughs too. but I wouldn't call it a design problem so much as the cost of doing mystery-driven quests.
 
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