quote: Original www.gamedeveloper.net post by Wavinator : thread = Player's Actions and Quests "what if the goals sprang about from the natural workings of the city as a system? Rather than an annoying AI saying what's needed, you could have NPC townsfolk do it instead."This is from a discussion of how to make games which make their own quests. The idea being that if the game has a well defined system of intermeshing rules which govern the behaviour, needs and desires of certain "game-elements" then the game itself can create problems and interesting situations that the player can get involved in. Edited by - Ketchaval on June 2, 2001 1:55:49 PM
Creating Quests.
If a game can create its own quests for the player, by simulating the conflicting needs and desires of several entities, then
a. how can we implement these quests properly and
b. what is necessary to make those quests entertaining, and worth doing?
First of all SIGNPOSTING the quest.
The player needs to learn that the Quest exists, how can this be achieved?
Take a quest where a character has to help a farmer to defend a farm from marauding animals that stop him growing crops.
How would the player learn of this? What rules or systems could be used?
1. There would be less crops (food) available to buy from storeholders. The storeholders could moan about how there were "problems" at the SHREK''s farm. [Ie. less crops = point player in direction of problem]
2. The family / friend / bar-man could tell the player. The friends could say that he had been having a problem and that it was ruining Shrek''s livelihood. This would rely on [Friend= Knows problems]
The player needs to learn that the Quest exists, how can this be achieved?
Take a quest where a character has to help a farmer to defend a farm from marauding animals that stop him growing crops.
How would the player learn of this? What rules or systems could be used?
1. There would be less crops (food) available to buy from storeholders. The storeholders could moan about how there were "problems" at the SHREK''s farm. [Ie. less crops = point player in direction of problem]
2. The family / friend / bar-man could tell the player. The friends could say that he had been having a problem and that it was ruining Shrek''s livelihood. This would rely on [Friend= Knows problems]
Motivation and Reward.
What systems are needed to create quests which (both) motivate the player to complete them, and reward the player appropriately?
Using terrorists as an example.
The player is asked to free the hostages that the evil Aryan terrorist is holding hostages in a building.
-
Why should the player be motivated to involve himself in the Quest?
For two reasons:
1. Because there is a in-game REWARD - completing the quest will bring about either a physical reward for the player =weapons, power-ups. Or will change the game-world for the better = kill terrorists. The quest brings about a MEANINGFUL CHANGE, whether good or evil. Many games use experience points as a more abstract form of reward, as they allow the player to increase their abilities and gain "cool new abilities".
---> So the player might get a reward of jewellery / political influence if he saved a rich man / the president.
2. Because playing the Quest is entertaining. Ie. Tension of taking SWAT team into building, achievement of cuffing/shooting terrorists, pleasure of freeing hostages.
-------------
So you have to determine what resources / discounts / power advantages could be reasonably used as a Reward for the quest.
Like helping a farmer with pests on his land, could reward the player with both some free food + a permanent discount on food prices.
SO maybe a table of appropriate rewards for quests (from easy > difficult quests) could be made for each thing that generates the quest.
Ie. Farmers = free-food, p. cheaper food price, free machinery, the rights to own the farm.
Thieves Guild = some cash, temporary immunity to robbers, the ability to hire a professional thief to help with burglaries (for a small cut), etc.
Edited by - Ketchaval on June 3, 2001 10:43:25 AM
What systems are needed to create quests which (both) motivate the player to complete them, and reward the player appropriately?
Using terrorists as an example.
The player is asked to free the hostages that the evil Aryan terrorist is holding hostages in a building.
-
Why should the player be motivated to involve himself in the Quest?
For two reasons:
1. Because there is a in-game REWARD - completing the quest will bring about either a physical reward for the player =weapons, power-ups. Or will change the game-world for the better = kill terrorists. The quest brings about a MEANINGFUL CHANGE, whether good or evil. Many games use experience points as a more abstract form of reward, as they allow the player to increase their abilities and gain "cool new abilities".
---> So the player might get a reward of jewellery / political influence if he saved a rich man / the president.
2. Because playing the Quest is entertaining. Ie. Tension of taking SWAT team into building, achievement of cuffing/shooting terrorists, pleasure of freeing hostages.
-------------
So you have to determine what resources / discounts / power advantages could be reasonably used as a Reward for the quest.
Like helping a farmer with pests on his land, could reward the player with both some free food + a permanent discount on food prices.
SO maybe a table of appropriate rewards for quests (from easy > difficult quests) could be made for each thing that generates the quest.
Ie. Farmers = free-food, p. cheaper food price, free machinery, the rights to own the farm.
Thieves Guild = some cash, temporary immunity to robbers, the ability to hire a professional thief to help with burglaries (for a small cut), etc.
Edited by - Ketchaval on June 3, 2001 10:43:25 AM
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