[MUD-Dev2] The Future of Quests

Aurel aurel.gets.mail at gmail.com
Thu Nov 6 23:04:15 CET 2008


> But that's a PvP player-directed sandbox.
>
> Now apply that technique to a PvE developer-directed game.
>

PvE and player directed content aren't mutually exclusive. In addition to
giving players the power to create content you can also create game
mechanics that don't allow, or at least don't reward, violence against other
players. Think outside the box. Consider a game like Cities XL, an upcoming
city building game that promises an online multiplayer component. There are
no quests per se, but I'm sure that if the game mechanics allow it certain
city builders will be asking their neighbors to provide them with resources
they need to do what they want in the game in exchange for their own
resources.

A more medieval analogy: suppose you have a castle building MMO. Once a
month the largest castle is immortalized in a hall of fame and a giant
earthquake levels the land. I'm sure you'll get people grouping together and
giving one another 'quests' to do to gather building materials. Hey lookit,
now you've got quests that don't break the flow of the game, are player
generated, and actually make something happen in the world.

There's no inherent problem with quests except that they're an antiquated
concept. They break the flow of the game to the point that they become
mini-games - tedious, non-immersive minigames. Do you go to work every day
and consider it a quest? Maybe if you make a living as a LARP GM. I'd love
to see standalone quests die and something more subtle and integrated take
their place. A few developers with enough marketing genius behind them can
take 20 year old concepts, add flashy graphics, and generate income.
Everyone else has to think outside the box a little bit.



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