MMO Design 2: player as quest-giver?
Hazard Pay :: FPS/RTS in SharpDX (gathering dust, retained for... historical purposes)
DeviantArt :: Because right-brain needs love too (also pretty neglected these days)
Myself, I was thinking along the lines of selling services - a half hour of labor, a contract to be a roleplay partner or a mentor to a noob. That's a more complicated problem because there's no way the game can guarantee that people pay up.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
They have a hierarchy within each faction. The higher ranks set campaign goals, which the middle ranks then create missions to achieve those goals, and the lower ranks can join in the missions as quests.
The problem with this system was that the middle ranks needed to create so many missions, that most of them were the same, and many of them failed due to not enough players being available at the allocated time (FOM missions had to have a pre-defined starting and ending time).
I think this is a very good system though, because it relies on the new internet fad of "user created content", which people love.
It will build social interaction - imagine meeting a guy in an alley who tells you the location of a case of rocket launchers, you go steal the case and take it back to him, he picks the lock on the case, takes some rockets for himself and gives you the rest. After this, you're definitely gonna write down this guys name and trust him the next time he tips you off! Also he's gonna write down your name and trust you to give him his share of the profits next time you give him a tip!
With your system, the fence players will need to have the ability to find things to make quests about - you will need to give them some kind of ability that lets them sniff out loot or something... Perhaps you could have NPCs "leak" information to the fences, and then they can use that info to build quests for other players?
. 22 Racing Series .
Quote:
Original post by Hodgman
... Perhaps you could have NPCs "leak" information to the fences, and then they can use that info to build quests for other players?
This would be an absolute necessary in order to make this thing work.
I like the way Eve Online is going with man-made mission system. It isn't able to create any kind of combat missions yet, but it does truly provoke (PvP) combat, in longterm perspectives.
Regards,
Xeile
Hodgman sparked an interesting idea though, by reminding me of the old mission terminal system from Anarchy Online. You had various sliders that you could shift to vary the type of mission you received (however all that really changed was the type of random mob that filled the randomized dungeon). I thought it might be more entertaining for the Fence to have a similar set of sliders, but they would reflect the kind of political shifts the player was trying to enact in the corp, and the resulting missions would reflect that (theft, espionage, destruction, etc). This would fit within the "political" skillset that the fence role is a part of, by giving the player a *goal* as the mission giver, rather than just being a middleman for the hell of it.
Hazard Pay :: FPS/RTS in SharpDX (gathering dust, retained for... historical purposes)
DeviantArt :: Because right-brain needs love too (also pretty neglected these days)
But the problems are
-Must have a highly versatile all knowing program to run the NPC, it would have to be able to understand exactly how the quest works and what must be done. If you want a troublesome giant taken care of, you want that giant dead not some other random giant.
-If an item is given to do the quest with, the person could run off with the item it was given and not do the quest. Like if you give a rare key to a dungeon so they can do something there for you, the reward has to be greater than any possible loot they could build up by killing in there.
Both these issues are handled fairly easily, actually. First off, I think you have the system a little confused, as the NPC's can give out quests easily enough, but the player is the real focus of the thread, being the "better source" for quest material.
Second, if indoor missions are instanced and tied to some kind of access key that is only spawned when the mission is created, and the interior is dynamically created with a system of room nodes and contextual AI, then the loot and overall contents of the dungeon can be tailored to the task at hand, and won't give much incentive for the player to take the key and never come back.
In line with that same idea, if there was some kind of outdoor mission set in the world, then the players could be given some kind of triggering device that was related to a world map node, so when they approached the target's location, only then would it spawn, preventing other players from accidentally killing your target (this happened a lot when SWG first launched) and making sure you kill the right giant/dragon/terrorist/etc.
Hazard Pay :: FPS/RTS in SharpDX (gathering dust, retained for... historical purposes)
DeviantArt :: Because right-brain needs love too (also pretty neglected these days)