PDA

View Full Version : Our quest system is like a web


Shadow
12-15-2009, 10:05 AM
If you could look at all of the quests/missions in a game and the connections between them, most games would form a linear line. Personally I find that kind of sad. RPGs tend to do a little better and many times will form a tree. In Din's Curse (and also Depths of Peril to some extent) they form a web. A very dense web at that.

I have added a good example of how this works lately to the game: the darkness machine. This is a machine that once built causes the entire area to get much darker than usual. This doesn't sound too bad except it screws with the local crops so food prices go up. Monsters tend to be much more aggressive when it is dark so the town you are trying to save is much more likely to be attacked. Also now that one machine is up and functioning it encourages other monsters to build other machines to wreck havoc on the town (like earthquake or weather machines).

So there are lots of strands that leave the darkness machine quest, but what leads to it? Well a lot of things frankly. Most unique monsters, bosses, and unique monster groups have a chance to secretly build them. Just because you know about a monster already doesn't always means you know what they are up to. Hurry up and kill them already! You might discover that someone is building a darkness machine in the dungeon and have a chance to disrupt the plans. If you fail, you will have the darkness machine to deal with and whoever built it. Sometimes you only get partial information and find out that someone is building "something" in the dungeon. This could be a darkness machine or it could be something entirely different (although whatever it happens to be is probably dangerous for you). Sometimes your information is really bad and you just find out someone is planning something. This could be anything from a town raid to yep, you guessed it- building a darkness machine. As I implied before, if someone has already built an earthquake or weather machine this might also lead to someone building a darkness machine.

Like I said, the quests are very web like. There are many different things that lead to each quest and many possible other quests it can start.

It will be interesting when people get into the situation where they have darkness, weather, and earthquake machines all needing to be destroyed.

getter77
12-15-2009, 10:20 AM
Interesting. Can these machine mechanics also come into play with inter-species wars, IE, 2 different factions build 2 different machines, go hostile, would the aim be to destroy the other camp's machine along with the other camp or to just take out the members and lay claim to their machine for double the trouble?

Shadow
12-15-2009, 06:32 PM
That's a cool idea. Right now monster wars can't get that complicated.

getter77
12-15-2009, 11:31 PM
Is it just the 3 kinds of machines then or were these 3 examples that lended themselves rather well? Monsters just a killin' rather that a comandeerin' eh? Still progress!

Shadow
12-16-2009, 08:56 AM
Those are the only "machines" currently, but there are a bunch of other objects that can be built.

Guenwhyever
12-16-2009, 11:08 AM
Monsters building anything = super cool.

Also, I'd so leave those machines up and running =3

getter77
12-16-2009, 06:17 PM
Those are the only "machines" currently, but there are a bunch of other objects that can be built.

Oh ho...is it then possible for one industrious/lucky tribe to manage to build "everything" possible elevating themselves to unheard of levels of deviousness? Or are there exclusionary paths to it where one line of creations closes of others?

Shadow
12-16-2009, 07:34 PM
I think I limit only 1 of each type at a time, but I don't limit all of them being built at the same time. Things will be very interesting if they all get built though.

getter77
12-17-2009, 10:55 AM
Heh, sounds like a prime candidate for a world generation factor in part for a Challenge World. Especially if more than one faction has that going for themselves.

udm
12-18-2009, 05:45 PM
The cool thing about this is that no playthrough will be the same. Each playthrough tells a different story.

However, my main concern about this is: to what extent is this noticeable? Because most of the time we'll be running around killing stuff, murdering bosses, and looting dungeons, how easy is it to recognize amidst all the chaos that the construction of an earthquake and darkness device will simultaneously lead to a doomsday of sorts? How are players able to realize the elaborate interdependence of it all, and how is the "bah just another obstacle to resolve" phenomenon that may potentially plague this gameplay mechanic avoided?

Shadow
12-18-2009, 07:46 PM
I'm trying to be much more up front about what quests lead to other quests so that you can see the connections.

udm
12-19-2009, 06:07 PM
Cool Steven, can't wait to see how it plays out :)