Quote:Original post by Trapper Zoid
Quote:Original post by robert4818 You know the thread is getting slightly off topic. But the simple question for the amount of work you guys are talking about is how central do you want the game's random quest generator to be to the game as a whole. In MMO's they are important, but they are not central to the game. In a game like Shadowrun where the sole purpose is to do mission after mission a quest generator would need to be very powrful. |
Good question! This might help clarify the different directions everyone seems to be going on here!
For me, since I'm going on the design I'm presently bubbling over in my head for the game I'm ultimately aiming to make, the random quest generator practically is the game, so I'm not phased from the fact that the whole game design has to be built around that fact.
However, if you've got an existing game design and are looking to bolt on some random quest generation to that, then your initial list of simple one-off quests (with the occasionaly reoccurring theme and bad guy), while less powerful and extensive, would nevertheless be a fine addition to your MMORPG design. And of course, would be a lot less work to implement! [smile] |
A simpler method would be the Chinese Menu style of randomization.
Mixing different quest details and using combinatorics to make quests different
each time.
There would be a large number of quest patterns, each with a custom set of potential substitution.
For each one of a number of quest patterns there would be a preselected list of
appropriate quest givers, locations, bad guys, loot types, quest items.
Verbage/storyline text specific to the quest pattern would have formletter fill-ins (more than one dialog pattern could exist -- a list of them allowing some variation).
The mechanism does not need any logic particular to each pattern as the preselected detail option lists would already be appropriate to the quest.
The mechanism is easily extended by extending the lists.
Additional patterns can be added (the more the better). Patterns can be split into multiple variants (and thus better customized)
The simple quest system would require:
A quest selector that decides which quest pattern to use when a quest is to be built.
A quest giver -- either a NPC who is always present or an incidental NPC who goes is temporary. A temporary NPC has to be placed somehow.
Dialog needs to be created and assigned for Questgiver to supply the quest info.
(and maybe for 'boss')
A quest trigger mechanism to activate things like the payoff after the quest succeeds. (If on MMORPG, could be used to trigger quest destination activation only for the player with the quest.)
Each quest pattern would have a prespecified list of locations appropriate to it. (ie- get information quest destination is a tavern or inn or library etc.. and a rescue the hostage destination would be orc camp, evil wizard castle or troll lair). The world should be large enough to have many locations where quests can be played out -- so the player isnt going into the same castle every time a 'castle' quest is generated or into the same warehouse where the gangsters have their base. Most sites should be in a neutral state
when not assigned to a quest -- empty so that when a player wanders around eploring
A way to place opponents and props (bosses/mobs, traps, loot, etc..) in the quest destination. (maybe place some obstacles along the way to the quest site)
Most 'monsters' have simple behaviors (ie- kill the player) so simply placing them at the quest destination will be good enough for a simple quest system.
The bosses may have some dialog (or just a 'big statement') they give before the mayhem starts. (Boss 'talk' data would be assigned similar to setting on questgiver).
Data tracking what quests are in progress and what assets are assigned to them is needed to prevent two concurrent quests being in the same destination place etc..
Some statistics for 'last used' might be useful to tag specific quest options to keep them from being used again immediately.
A probability/frequency factor for each pattern type could allow the programmer to control the frequency of particular quests types (ie - lots more kill the nasty in the forest quests versus much more infrequent 'go kill the dragon' quest.
Quest patterns may have a attribute to indicate what plot stage they are appropriate for (early game, middle game, end game) and/or what player character level they are appropriate for. The quest selection mechanism could this filter out quest patterns that were not appropriate.
I suppose something like XML could be used to organize the quest data and option lists. Of course the named idetifiers have to be matched up to game objects
(ie- 'BIG_ORC' on a quest patterns badguy list will have to be matched to a particular monster object type (and specifics) in the game).
Pattern:
Hero go to LOCATIONX and recover the ITEMX from BADGUYSX for a reward of REWARDX.
LOCATIONX = { AbandondeCastle, CaveOutsideTown, HermitsHut, DesertedGraveyard }
ITEMX = { ImportantLetter, PreciousRing, MagicBean, KingsSword }
BADGUYSX = { BigOrc & BunchOfOrcs, EvilWizard & KillerBats, BanditChief & BunchOfAssasins, EvilCyborg }
REWARDX = { ClueToBigQuest, BunchOfGold, TreasureMap, HardyHandshake }
4x4x4 = 64 combinations from just one pattern...