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Found 2 results

  1. I mentioned in another thread that in the game I'm working on, side quests are generally not assigned. By that I mean they're not like in many classic RPGs where you talk to an NPC and they say "do this for me." They are unlocked via exploration (i.e. you simply stumble upon the location or event) or through dialogue (e.g. you overhear two NPCs discussing how a recent mudslide uncovered part of the ruins of some ancient town) and you get a short note about it in your journal. I'm putting a lot of effort into making my world feel dynamic and alive, and this is a part of that. Along with this, goes the fact that NPCs will change what they say to you depending on what you have done, not only in the main story, but via side quests. Places that you visit will also change over time, and due to some events. So returning to a place you've been before might lead you to find something quite different than before. While I was working on these ideas, I came up with another I'm less sure about. Say a particular town has three side quests the player can discover (of course in reality there would be more, just keeping the numbers small for simplicity). One of these perhaps is a more involved quest with a bit more story to it, and so would remain static, meaning it is available to a player anytime they play through the game. The other two would have, say two to three total variations, and a random number generator or other mechanism would be used to decide which one actually became available to the player. . So if we number them, it would be quest 1, which is static. Then there would be quest 2a, 2b, and 2c, as well as 3a, 3b, and 3c. So on their first playthrough, a player gets quest 1, 2a, and 3c. The next time, they get 1, 2c, and 3b. All three variations would be a slightly different quest, but give either the same reward, or an equivalent reward (i.e. 2a, 2b, and 2c are all slightly different, and each rewards a magic item, but for one it's a sword, for another an axe, and the third a bow, or something). This would give a bit more replay value, by giving the player a bit of change each time. This could work especially well perhaps if there was a New Game + option. Or, it could just leave players feeling cheated if they know the mechanic exists (thanks to the internet, they would, even if not explicitly mentioned anywhere in the game or other instructions), that they couldn't experience some of the content, possibly even on multiple playthroughs (as some unlucky sod would get 1, 2a, and 3a, every single time they played). Except perhaps with the NG+ option, as you could feed the switches into the new game (maybe?). As another possibility, although not what I had planned, is to use this idea as a balancing mechanism. Meaning the variations are of different difficulty, and thus give different rewards. Which quest is available is determined by player level or total experience points. You could do the same through just adjusting the reward for a single quest, without variations, based on level, but a player might be frustrated if you have a somewhat difficult quest and because they're two levels above where you planned on them being, they get a pitiful reward. You could even make it, for instance, if they are two levels above where you wanted at this point (so perhaps just right for the boss, but if they do all the original quests, they'll be too high) then they get quest 1, 2a (smallest reward), 3a (smallest reward), and that's all. If they were two levels below where you planned, they get 1, 2c, 3c. I didn't, and don't plan on using this method, but thought it worth mentioning.
  2. Durugla (Post Poned) A Work Ethic Production Game Progression Story: 35% Graphic: 85% Events: 35% Items: 90% Enemies: 50% Crafting Systems: 80% Audio: 10% OVERALL: 55% 83 HOURS IN, ESTIMATED 130 HOURS TOTAL Projected Started: 12/15/14 Finish: Undetermined STORY Character Bio Credits SCREENSHOTS FEATURES MORE UPDATES TO COME!!!!
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