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« on: September 17, 2004, 06:50:45 pm »
very good points
on this same note (as the rant) it would be really interesting to see quests that are one time quests (i.e. there is only one Laanx beholden staff of pondering and the first one to finish the quest gets it) . But this would require a way to generate quests from pieces that are randomized and have suffiecent amount of pieces to select from to where it wouldn\'t be noticeable as well as having a huge selection of rewards that are selected when the quest is generated. As was mentioned everyone effects the world in little ways that add up to bigger ones. One thing that has always bugged me about the plot lines in other games was that player chars and thier actions aren\'t recorded in any of the \"offical lore\". What if when the new player came in and was wandering about the library looking for information to help complete a quest and they opened one of the books and read a small story about how slew the dragon and his master saving hundreds of lives that would have been taken.
From a technical point of view it doesn\'t seem to be that difficult to implement, when a group or player completes a quest (kills a major baddie, saves someone in distress) it flags it and logs some basic details in a heros db table then those can be referenced by npc\'s or in game books (npc saying \"I remember when single handedly took down the wiley sorcerer that had taken control of Laanx temple back many moons, that sorcerer had slayed an old friend of mine and took his staff, his staff wasn\'t recovered and I would like your help getting it back and would be willing to pay you for your help\" the quest could be generated from pulling some random hero info, then pulling a random goal (save, retrieve, kill), then matching up with a random object (objects for retrieve, npc for kill, locked up npc for save) and finally a random reward, the two difficult parts i would think would be taking the random data and putting it to a quest form so the wording made sense and figuring out a grading system for the rewards so they are worth the time (it\'s to bad the fun of the quest in\'t enough for some people). I believe something like this would allow the content to be constantly building without putting the stress on devs for people whining that theres not enough content, because for every quest thats accomplished you could generate 3 or four new ones off that content. The other interesting benifit of logging player info into a db is that you could then build off that for the player (NPC says: ah your the one that retrieved the statue on talaad from the valtris raiders, well it\'s a pleasure to meet an kran of your talents, maybe you would consider helping me out with something) , i guess the point i\'m trying to make with all that spewing is that if a MMORPG could remember it\'s players and thier accomplishments even when they were no longer part of the game (without requiring other players be the only bards) then the true story of the world and it\'s people (players) would build and flourish without the intervention of others just to add content all the time.
I know i would think it was really cool if I overheard an NPC telling a new player about one of my deeds or go to get a quest and the npc tells me about something one of my friends had done that I hadn\'t heard about.