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Procedural quest generation

Discussion in 'Game Design' started by TonyLi, Nov 18, 2014.

  1. Xepherys

    Xepherys

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    There are games that do this, and frankly I think it's an important step. Sometimes not even requiring the NPC to see it so much as flagging a task completion on the player to potentially open a new dialog with the NPC.

    E.g. - player kills 100 wolves while picking alchemy reagents. Player runs into farmer and initiates dialog where farmer offers quest for killing 5 wolves. The flag allows the player to say "oh, I've already killed dozens of wolves today" and the farmer is happy, pays up, and the quest is complete.

    This could be expanded, possibly (with some added complication) where the player could lie about completing quests where no evidence is required. This could lead to all sorts of fun ramifications. This would also play well in an RPG where alignment mattered.
     
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  2. Teila

    Teila

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    I like that!! I think I will put it in my "notebook". :)
     
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  3. TonyLi

    TonyLi

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    I'll look into building both of these good ideas into the generator in the future. For now, if the player has killed 100 wolves, the wolf population is probably low, so they're not a big threat to the farmer. The farmer will pick some other target with a higher urgency to generate a quest about.
     
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  4. Cereal_Killa

    Cereal_Killa

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    World of War craft blatantly copied the achievement system from Warhammer Online but I was unaware of the other functionality.
     
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  5. hopeful

    hopeful

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    Since this is an old Quest Machine thread, I thought I'd mention that QM has finally been published. :)
     
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  6. TonyLi

    TonyLi

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    Thank you @hopeful for updating the thread, and thank you everyone who contributed their ideas in this great thread. It really helped the development of Quest Machine a lot!
     
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