Author Topic: The way the games story/events influence its history.  (Read 808 times)

Kuiper7986

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The way the games story/events influence its history.
« on: October 21, 2004, 08:25:54 pm »
Sorry bad phrasing on the toic sentence...

Okay but this is how the storyline of the game should progress.

Okay you start with event A...event A will lead into either event B or event C. Then Event B will lead into event AB or BB then event C will lead into event CA or CB. Here\'s an example:

The game is finally in \"everything is completed gameplay wise,\" And the event is that an evil king wants to take over Yliakum. That even with have two outcomes: Yliakum gets taken over or Yliakum doesn\'t get taken over. Then if Yliakum doesn\'t get taken over then the citizens will go into war against that evil king and if Yliakum does get taken over then the citizens of Yliakum will start an uprising sending the next few game events leading up to a revolution.

I know this might sound confusing but I just think that its the way it should work. Come to think of it that\'s how most storyline works but I\'m not really sure, so sorry if the post was confusing. But that\'s how I think a storyline or sequence of events should be chained up.
My name is NOT pronounced, \"Kway-per,\" it\'s pronounced \"Kye-per.\"

cirdan telemnar

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« Reply #1 on: October 21, 2004, 08:29:43 pm »
I love events and im supporting u 100% so now, work and make it happen :P

Altharion

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« Reply #2 on: October 21, 2004, 09:38:18 pm »
i think the player should be the cause of events but with restrictions and help from a main event or whatever.


*cant think clearly atm*

Olig

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« Reply #3 on: October 21, 2004, 10:24:48 pm »
Good idea, but thats... a lot of programming. I just think that if you fail a mission, you should not have the opportunity to do it again, and neither will anyone else, as the objective was destroyed somehow, but thats just way too much to program in some cases.
« Last Edit: October 21, 2004, 10:25:16 pm by Olig »
Beware that I am distorted in my wording if you do not understand me at all.



Enter_the_Xero

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« Reply #4 on: October 21, 2004, 11:31:14 pm »
Hmmm... Good Idea! There should be a quest generating system that will generate many quest and another quest as the outcome of the a quest comes. All players in the world should be able to influence the system (by being part of the system in one way or another). Players should have the ability to generate quest themselves also...

Example of a Player created quest,

I become a very powerfull player killer. Kinko says that she will give 50 crystals to anyone who can slay me first. 7 plyers wolunteer, and start searching for me. Each using his/her ways to do so... Two reach me first and engage in a fight between themselves, Seji wins. I slay him easyly, becouse he is weak after fighting with Xix. The quest fails.

(-8

Altharion

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« Reply #5 on: October 22, 2004, 12:39:32 am »
people can contribute with quest, though they have to make it themselves.

Olig

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« Reply #6 on: October 22, 2004, 01:29:09 am »
Quote
Originally posted by Enter_the_Xero
I become a very powerfull player killer. Kinko says that she will give 50 crystals to anyone who can slay me first. 7 plyers wolunteer, and start searching for me. Each using his/her ways to do so... Two reach me first and engage in a fight between themselves, Seji wins. I slay him easyly, becouse he is weak after fighting with Xix. The quest fails.


Someone has a bigger ego than their calculator :P :D What about the other 5 who took on the quest?
Beware that I am distorted in my wording if you do not understand me at all.