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Randomness is only a component to prevent that wonderful game aspect called 'camping'. Similar seeds control probabilities of patterns of quests (again adaption scripts tailoring quests to fit the current plot environment and the local situation factors). I think I talked about this elsewhere - plot entities that are dynamic/have behaviors ( prefereably affected by player actions to some extent, if not by DMs guidance as the game goes on) and which have areas of effect/influence. Factions, gods, whatever rationalization drive the main plot which spawns lesser regional plots down to individual quests. The dynamics of the plot entities pushing at each other constantly stirring the environment (hopefully in a logical way that the players can judge and reason the patterns).
Camping can be effectively prevented using deterministic methods - for example repeatedly killing bandits in an area increases the repulsion factor for bandit spawns in that area. Increasing the value of trade passing through increases the attractiveness. The chance of bandits spawning is a factor of the aggregate attractiveness of the area for them. Random chance is reduced (although it is used for precise variations in the spawn event such as location within an area and precise numbers in the spawn group) and a more dynamic system can then be presented - that obeys rules a player might expect, which gives a sense of life to the game world.
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Depending on what kind of world terrain there is, the precanned terrain seeds (or local generation at the time the quest is being built up) only need be predefined to the extent of guaranteeing the required path options (and the rest left til later - ala 'lazy evaluation' - to fill in the final details (contours etc.. might actually be the lessor ammount of data in a rich detailed world.)
Forcing generated terrain to conform to a predesigned set of paths is doable, but requires more complex generation algorithms - certain geographic features would have to be detected and 'cut' if paths intersect them, or additional features might need to be added - for example rivers might require the automatic placement of a river (object) or ford (terrain modification), dependant on the specific type of feature and/or defined path. This sort of thing might be better left to a designer to implement and have path-to-impassable features flagged as a warning on the terrain segment, indicating a designer's input is required.
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Having a wider number of quest types (some maybe required for general advancement -- including single player quests) might also force more generalization -- yet if a player wanted to specialize, a large world system could also be able to provide matching quests to challenge those with those higher skills (preferably ways to be challenging without some lame doubling the monster count or upping the trap's difficulty coefficient).
I agree. UO had a couple of places where a decent lockpicker was very handy to have around. More situations where a characters skills are called on would be good. Player skill as well can be tested through the choices they make tactically - at present in MMO's mobs are typically stupid. They don't pull back and regroup, or counterattack. They don't patrol. They frequently just stand stupidly waiting on a spawn point for a player to aggro them. Complex AI isn't really required (or indeed practical for the large numbers of mobs a server might have to handle) but at least some form of behaviour is required.
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One thing I though that they could have done in UO (without too much work) would gave been requiring players to travel to different parts of the world to seek out 'instructors' for each skill (for GM at least). It was a shame all those places on that realatively large map and no reason for players to go to them (in the early days I explored every part of the map possible just to see what was there.) Make higher skill advancement itself a source of potential quests...
Absolutely. There are all sorts of mechanisms that can be used to implement this - Bloodspear has a mechanism which allows faster progression when under the tuition of a more experienced character using the teaching skill. Whilst mastery *can* be reached on your own, it's a lot easier to learn from someone else.
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Reputation summary on a pulldown off the avatar. Recent achievements listed and retaining only the greatest of the older ones. Badges/tokens of honor???
Complex game theme oriented titles/ranks. Bards singing your praises when you walk into town??? NPC behavior being altered towards great/miserable achievements... Achievements only reported if witnessed or if trophies/proof were brought back.... Official recognition.. Membership in the group/party that made the 'achievement' as a different kind of reputation....
We avoid having 'trustworthy' character identification on the avatar. Lying, cheating, spying, stealing and robbery are all valid and game-legal actions - if someone wants to hide their identity, or present a false one, there are mechanisms to do so. Of course, there are also mechanisms to see through the lies.
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Why not explicitly in some cases??? Depends on the specifics.
Joe Blow killed the dragon menacing the town .... no more dragon attacks for now..
Jack Blow robbed and killed the kings nephew, a bounty is read out against him.
Yeah, these are cases where there really isn't anything between action and result. There's no choice but to explicitly report them.
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I think a mechanism more complicated than a tree is needed (script logic with states and probably fuzzy logic type partial changes/influences). The interactions/results of simultaneous quests on a local situation are too complicated and probably too rigid if they are built independant in a predefined tree. External factors can change and may shift a quest significantly (many quests wont be completed in only a few hours...), though remoteness can alleviate that.
Trees are perfectly adequate. Implementing fuzzy decisions at tree nodes is the way to go - doesn't stop the overall structure being a tree. Procedural event generation based on world state is what I think you're talking about here - that is to say event chains which aren't necessarily related directly, but that may trigger other events.
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Maintaining a stable game world state might be the job of DMs inserting plot adjustments (preferably without being too arbitrary or heavy handed). Designing a game system to automaticly do so in a more openended (yet cohesive) world mechanism is prohibitive. Give the GMs the tools to impliment those changes gradually without tedious detail rewriting, as well as incrementally expand the available templates (quests, terrain, plot entiries, NPC behaviors, etc...) to continually improve the players game experience.
Having GM's online all the time to do this is really expensive. As far as the system *can* be automated (and I am in no way saying it will require no supervision at all) it should be. Standard (fetch / escort / destroy / recon) quests should be designed in such a way that each is constructed from interchangeable chunks, allowing variety between quests of the same type, and chaining to other quests. I agree though, that tools for rapidly building quests should be in the remit of any RPG codebase.