[MUD-Dev2] The Future of Quests
Mike Sellers
mike at onlinealchemy.com
Fri Jan 9 13:32:47 CET 2009
Damion wrote:
> Mike Sellers wrote:
> > And in part it requires that the players care about the NPCs --
> > they have to have bona fide relationships with the NPCs, which in
> > turn requires that the NPCs have enough emotionality (among other
> > things) for the players to care about them.
> >
>
> The trick for the MMO/MUD designer is that the player is that
> the player can only track so many NPC relationships at one
> time. Overwhelm the player with quests, whether hand-crafted
> or randomly generated, and at a certain point that player
> will become simply swamped with stories and relationships
> that he's supposed to track. Your odds of getting the player
> to actually care at this point are extremely low.
This is essentially the difference between plot-driven and character-driven
narrative (and also assumes designer-driven rather than player-driven
activity, which I see as more of a dynamic balance that changes over time).
If you stack up a jostling crowd of NPCs or a big stack of unrelated quests
(per your example that I cut here), the player won't care enough about any
of them to keep coming back. Some players will want to touch lightly a lot
of different NPCs, some will want to dive deep with just a few (just as with
real relationships between people). If you force the user into a
pre-defined arc that doesn't end for 15 levels or make them track too many
relationships, this falls apart. At a high level, the key is keeping the
player in control of their relationships -- how many, how deep, how invasive
or time-consuming for them -- whether you're talking about NPCs or
particular tasks.
Mike Sellers
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