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Old 08-26-2009, 04:20 PM
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Default Our quest system is unique

Pretty much all rpgs have quests, so how is our quest system in our upcoming dungeon crawl different? Well frankly in most rpgs (there are exceptions of course) quests exist in a vacuum. They will sit there forever, nothing can change them and they change nothing either. Your choices don't really matter. There are no consequences to your actions. You can't really fail. Text like "hurry", "emergency", and "or else" are just flavor text and don't mean anything. And every time through a typical rpg the quests are exactly the same as the last play through.

None of this is true for our upcoming game (Depths of Peril is similar in many ways). I'm going to show this with a bunch of examples of the typical rpg and our game. These examples will overlap a bit.

Real choices:

Bonelord has taken Airik hostage and demands a ransom to be paid. In a typical rpg, if you even have the choice of whether or not you pay, either direction is going to end up with you rescuing Airik, either because the choice is phony or you have to use save games when you fail. In our game, you really do have the choice and the choices lead to different outcomes. If you pay off the ransom, you will get Airik back, but Bonelord leaves with your money and is very likely to take another hostage now that he knows he has a sucker. If you refuse, Bonelord will attack and try to kill Airik. Airik is very mortal. If he dies, he really will be dead and you
might be without an important NPC for the rest of this adventure.

Consequences:

Two factions have been at war for a while, but now a representative of each is meeting with one another and trying to broker a truce. In a typical rpg, well neither of these things would probably be possible in the first place. In the remote case that they could, the two would sit in their location forever doing nothing until you killed them. In our game, they will only negotiate for so long. If they finish their meeting, they will declare peace with each other and possibly even declare war on the town now that they have the free time. If you can kill them both while they are still in the meeting though, their respective factions will think they have been betrayed and continue their war. And yes a war between two factions means they will fight and kill each other when they meet in the game.

Failing:

Emma was picking wild mushrooms down in an area in the dungeon that was thought to be safe, but was captured by Scree. Please go rescue her. In a typical rpg, there is no way to fail. She will patiently wait for her rescue forever if need be and she can't be killed. In our game, Emma can definitely die and will without your help. Can you save her before she is gruesomely murdered?

Hurry or else:

Storm is planning to attack the town. Hurry and kill him before the attack is launched. In a typical rpg, there is no point of hurrying, the town is going to be attacked or it's not. It just depends on how the quest was created and has nothing to do with your actions. "Hurry" is just there to make the quest feel intense. In our game, hurry really does mean hurry. In this case, if you are too slow the town will be attacked just as you were warned. If you are quick, like the quest suggests though, you really will prevent the attack.

Random:

Pheros has kidnapped Svana. In a typical rpg, if this is how the game starts, then the game will always start this way. After you have been through the storyline, you have seen everything. In our game, if you start a new town it will be a completely new town. You most likely won't start with a kidnapping quest and there probably will not be a monster named Pheros or an NPC named Svana.

Our quest system is probably different in many other ways, but these are the main aspects. I find much more meaning to quests having real choices, actual consequences, and being able to fail. It's less like watching a static movie and more like playing some old school D&D. The random part is also really cool because you can play through the game multiple times, especially with different characters, and not see the exact same linear storyline.

As usual comments are very welcome.
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  #2  
Old 08-26-2009, 07:11 PM
icekrystal10 icekrystal10 is offline
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sounds awesome!
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Old 08-27-2009, 06:11 AM
mjharper mjharper is offline
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Man, I am so looking forward to this :-)
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Old 08-27-2009, 09:00 AM
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Delilah Rehm Delilah Rehm is offline
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Static quests reminds me of that game you played where the forest was on fire but never burned down. It wasn't a forest fire, it was a bunch of tree lanterns!

I'm glad we won't have things like that in our game.
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Old 08-28-2009, 10:28 AM
pnutz pnutz is offline
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This is very cool, and it has interesting ramifications on the possible "overall quest" that you hinted on in the last thread.

With this level of consequence and randomization, it kind of creates an overall plot for you, since the "plot" could be a particularly difficult chained quest with segments in each town.

This would be an exception to the way most quests seem to be created, which is that they're isolated in a single town's generated content. Do you have any plans to have the ramifications of some of your actions transfer over to the other towns, like having (possibly dead) NPCs' siblings or friends present in the next town or leaving some chained quests open for completion in the next area (you rescue the girl but the foozle escapes, the next town has the kill the foozle quest) or is each area basically a fresh game with your same PC?
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Old 08-28-2009, 12:31 PM
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Quote:
Originally Posted by pnutz View Post
This is very cool, and it has interesting ramifications on the possible "overall quest" that you hinted on in the last thread.

With this level of consequence and randomization, it kind of creates an overall plot for you, since the "plot" could be a particularly difficult chained quest with segments in each town.

This would be an exception to the way most quests seem to be created, which is that they're isolated in a single town's generated content. Do you have any plans to have the ramifications of some of your actions transfer over to the other towns, like having (possibly dead) NPCs' siblings or friends present in the next town or leaving some chained quests open for completion in the next area (you rescue the girl but the foozle escapes, the next town has the kill the foozle quest) or is each area basically a fresh game with your same PC?
Right now nothing carries over between towns except your character. I'm thinking of some things that could carry over, but I'm not sure if we will do them or not.
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Old 08-28-2009, 02:16 PM
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Delilah Rehm Delilah Rehm is offline
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The problem with carrying stuff over is that things could go very, very wrong in your game. You could lose big time! We want the player to be surprised and excited about the unexpected, which won't happen if the player feels like he/she is being "punished" in the next town/game. If we don't have worlds/towns that can go very, very wrong, it takes away from the excitement.
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Old 08-28-2009, 02:34 PM
GeorgiaBoy GeorgiaBoy is offline
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Quote:
Originally Posted by Shadow View Post
Right now nothing carries over between towns except your character. I'm thinking of some things that could carry over, but I'm not sure if we will do them or not.
How about making that moddable?

GB

P.S. Two other questions:

1)I was wondering how many different monsters there will be?
2)Will the item system will resemble WoW? Example (in order of rarity from most likely to drop to least likely): Common items in grey text,Uncommon items in white text, magical items in blue text, set items in green, epic items, legendary items, relics, and finally artifacts. Can you 'force' a drop by a monster, so a monster drops a 'Shadow's Staff of Smiteing' each and every time it is defeated?

Last edited by GeorgiaBoy : 08-28-2009 at 02:45 PM.
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Old 08-28-2009, 03:13 PM
mjharper mjharper is offline
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Kult: Heretic Kingdoms had a kind of reputation for your character - if you chose to do things which were mean-spirited that would make people distrust you, even in later towns. It was poorly implemented, insofar as it didn't actually change very much in the game, but I could imagine that a reputation which precedes you but can be repaired might be an interesting dynamic. For example, you pay the ransom in one town, and maybe some villain will be more inclined to try the same thing in the next town; but if this time you go in with guns blazing, you can put others off from doing the same.

I understand that things could go very wrong; but if there is some chance for the player to set things right, I for one wouldn't mind things getting a little out of hand.
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Old 08-28-2009, 03:41 PM
pnutz pnutz is offline
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Quote:
Originally Posted by Delilah Rehm View Post
The problem with carrying stuff over is that things could go very, very wrong in your game. You could lose big time! We want the player to be surprised and excited about the unexpected, which won't happen if the player feels like he/she is being "punished" in the next town/game. If we don't have worlds/towns that can go very, very wrong, it takes away from the excitement.
I see. You could offer, based on the quests of the last town, additional or fewer quests/NPCs/merchants in the next town. Your choices just change a few of your next town options, nothing game-breaking.

But ensuring that the player can always complete specific quests in a way that advances the plot, regardless of how loose and randomized they are, does sound contrary to the spirit of this game. So what is progressing you from town to town, or is that still under wraps?
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