[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?
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