[MUD-Dev2] The Future of Quests
Nabil Maynard
nabil at criticalgames.com
Wed Nov 5 15:47:19 CET 2008
On Nov 3, 2008, at 7:00 AM, cruise wrote:
> It's too quiet round here, so:
>
> The number and quality of quests in large scale POW projects has been
> steadily increasing as each new product attempts to improve over its
> predecessor. It's fair to say this is one of the major time sinks for
> such projects. Additionally, players are becoming jaded with the
> static
> quest system and an unchanging world.
>
> It is obvious this cannot keep on going - the manpower required
> would be
> ridiculous. Something must change...but what? Here are some
> possibilities:
>
> a) Nothing - Quest writing stagnates, and current popularity of POWs
> collapses.
> b) Sandboxes - EVE, and to an extent Warhammer's PvP let player's
> generate their own quests out of the world they're given.
> c) Procedural - An automatic generation of quests. This is what I'm
> working on currently.
> d) Community - CoH is taking the first towards this, by opening up
> what
> are effectively the developers mission creation tools to the players.
>
> Please discuss, comment and criticize, in which ever order you
> prefer :P
Even on this list, I don't think POW has quite enough traction to be
used without a parenthetical reminder as to what the acronym means...
I think we're going to see more and more progress towards a combination
of procedural and community driven questing. The quality of the
initial quests provided by the developer still needs to be there, but
given both CoH and Vendetta Online's shift towards empowering their
users to create new quests, I think what will SUSTAIN an online world
is community driven content. (If you hadn't heard about Vendetta's
move, the info about the new "Player Contribution Corps" can be found
here: http://www.vendetta-online.com/x/pcc.) Other examples include
what Metaplace is doing (Hi Raph), which goes several steps further by
empowering user ownership of the content created.
There are several reasons why it's a good idea: economically, one of
the biggest financial hurdles to maintaining a large virtual world is
content creation. By empowering users to create their own content, you
not only foster a sense of ownership and pride (effectively
nationalism), but provide a sandbox and training ground for potential
employees.
Nabil
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