10-07-2009, 12:37 AM
Public quests are dynamic content, but they're thinking way too small.
Typical WAR public quest was like that thing with the giant.
Squigs are bothering the giant. You kill the squigs.
Giant wants a drink so you get the giant a drink.
Giant gets drunk and decides to go throw a giant exploding mine up against the dwarf fortress door.
Door blows open and the dwarf boss comes out.
Kill the boss and the whole thing resets.
Well, it's the right technology, but on too small of a scale. Killing the boss should trigger a takeover of the fort. Meanwhile the dwarves have their own side of this PQ to reverse the damage.
You could make a really dynamic world fairly easily by taking this PQ concept to extremes. That's how I'd like to see quests become.
Cause otherwise I just don't really get into them at all. Kill 50 rats. Shamble around and pretend to be a zombie. Whatever. It just doesn't do much for me when I know the only eventual impact is my XP bar moves a little bit.
Typical WAR public quest was like that thing with the giant.
Squigs are bothering the giant. You kill the squigs.
Giant wants a drink so you get the giant a drink.
Giant gets drunk and decides to go throw a giant exploding mine up against the dwarf fortress door.
Door blows open and the dwarf boss comes out.
Kill the boss and the whole thing resets.
Well, it's the right technology, but on too small of a scale. Killing the boss should trigger a takeover of the fort. Meanwhile the dwarves have their own side of this PQ to reverse the damage.
You could make a really dynamic world fairly easily by taking this PQ concept to extremes. That's how I'd like to see quests become.
Cause otherwise I just don't really get into them at all. Kill 50 rats. Shamble around and pretend to be a zombie. Whatever. It just doesn't do much for me when I know the only eventual impact is my XP bar moves a little bit.
