[MUD-Dev2] The Future of Quests

cruise cruise at casual-tempest.net
Tue Nov 18 11:06:51 CET 2008


So far, the replies have been in general agreement with the original 
hypothesis, and the general preferred solutions seem to be:

While a code-based solution would be nice, it's unlikely to be good 
enough, or even possible. Getting the players to do it, however, works, 
is easier, and can be preferra ble anyway.

Does that seem a fair summation?

If so, next question: How do you support player made quests in your 
game, and how do you encourage players to use it?

EVE Online seems to be the poster child for this kind of thing - the 
player run corps are effectively PC factions handing out quests to 
members. I don't imagine for a minute that such involvement is easy or 
automatic to create, so what supporting framework needs to be there fir 
the players? Does anyone have any experience with this?




More information about the mud-dev2-archive mailing list