So I am currently designing an open world sandbox game which puts big emphasis on exploration and freedom and need for crafting and combat.
I have a basic backstory on the world and how it came to be, I also have ideas for mobs and npc's (Random encounters, outposts etc)
What I'm having trouble figure out is should I have a major quest line and an ending to the game and would that take away from the freedom of exploration, crafting and having to gather materials?
Its a 2.5d isometric game like diablo3 mixed with the world of skyrim and freedom of minecraft and will be multiplayer but at the same time I don't want to copy them.
Part of the back story is that due to an incident the population fled underground and now hundreds of years later the players character gets abducted (subject to change) and taken above ground where the world has completely changed, but you quickly realise that you are not the only one above ground, new colonies/villages spring up, bandits scour the land and the unknown also inhabit the darkness. Its now up to the player to figure out just what's going on trying to survive and.....
Now if I were to put in quests the story would see the player trying to put right the incident that happened and banishing the unknown enemy, I really would like replayability. going from an example of Diablo 3 they created replayability from difficulty and encounters (even though they were pretty rubbish) minecraft is purely endless but has the ender dragon and skyrim though its purely quest based does well for exploration but is only single player (spent hours exploring that world without doing main quest)
I have so many ideas, its hard pin pointing down what will and won't work really and one more note, I'm trying to create an open world that can evolve with future updates where friends can enjoy the secret combat mechanic I've come up with (so proud of it ) random generation has also been on my mind which makes it an even tougher idea on quests and story line but if I can get random encounters/quests, random villages/outposts, random mobs and a night/day cycle it could make it pretty epic.
Oh and this game is fantasy but takes its timeframe from the 1700's so think highwaymen, pirates, assassins and gunpowder (though muskets are rare site still)
I know I've rambled on a bit, but would be nice to others input on these ideas any would help, thanks