January 2005
- Homogeneity and choice (Was DESIGN: Why do people like weather in MMORPGs?) Mike Rozak
- [SPAM] DESIGN: Why do people like weather in MMORPGs? Dana V. Baldwin
- Homogeneity and choice (Was DESIGN: Why do people like weather in MMORPGs?) Mike Rozak
- Homogeneity and choice (Was DESIGN: Why do people like weather in MMORPGs?) John Buehler
- Homogeneity and choice (Was DESIGN: Why do people like weather in MMORPGs?) Mike Rozak
- Homogeneity and choice (Was DESIGN: Why do people like weather in MMORPGs?) John Buehler
- Homogeneity and choice (Was DESIGN: Why do people like weather in MMORPGs?) Mike Rozak
- Homogeneity and choice (Was DESIGN: Why do people like weather in MMORPGs?) John Buehler
- Homogeneity and choice (Was DESIGN: Why do people like weather in MMORPGs?) Wayne Witzke
- Homogeneity and choice (Was DESIGN: Why do people likeweather in MMORPGs?) Corey Cauble
- Homogeneity and choice (Was DESIGN: Why do people likeweather in MMORPGs?) HRose
- Focus vs. Scope (WAS: Homogeneity and choice) cruise
- Focus vs. Scope (WAS: Homogeneity and choice) Michael Sellers
- Focus vs. Scope (WAS: Homogeneity and choice) P J
- Attractive Grouping (Was: Focus vs. Scope) cruise
- Attractive Grouping (Was: Focus vs. Scope) John Buehler
- Attractive Grouping (Was: Focus vs. Scope) cruise
- Attractive Grouping (Was: Focus vs. Scope) John Buehler
- Attractive Grouping (Was: Focus vs. Scope) cruise
- Attractive Grouping (Was: Focus vs. Scope) John Buehler
- Attractive Grouping (Was: Focus vs. Scope) Ling Lo
- Focus vs. Scope (WAS: Homogeneity and choice) HRose
- Homogeneity and choice Eric Random
- Homogeneity and choice (Was DESIGN: Why do people likeweather in MMORPGs?) Koster, Raph
- Homogeneity and choice (Was DESIGN: Why do people likeweather in MMORPGs?) Damion Schubert
- Wish cancelled... Eric Scholten
- New job...Alternate Reality Games Adam
- Wish cancelled... Artur Biesiadowski
- MMORPG Cancellations of the past 2 Years Michael Hartman
- MMORPG Cancellations of the past 2 Years Mike Rozak
- ***SPAM*** Homogeneity and choice (Was DESIGN: Why do people like weather in MMORPGs?) Miroslav Silovic
- [Media] A WoW stats web site Mike Rozak
- [Media] A WoW stats web site Zak Jensen
- weapon choices (was DESIGN: Why do people likeweather in MMORPGs?) Tom Hunter
- weapon choices (was DESIGN: Why do people likeweather in MMORPGs?) Amanda Walker
- weapon choices Matthew D. Fuller
- weapon choices Tom Hunter
- weapon choices cruise
- weapon choices (was DESIGN: Why do peoplelikeweather in MMORPGs?) Matt Mihaly
- weapon choices (was DESIGN: Why do people likeweather in MMORPGs?) Douglas Goodall
- Alternative team based approaches to game-play olag@ifi.uio.no
- Alternative team based approaches to game-play ceo
- Alternative team based approaches to game-play olag@ifi.uio.no
- Alternative team based approaches to game-play Mike Oxford
- Alternative team based approaches to game-play Johan A
- Alternative team based approaches to game-play olag@ifi.uio.no
- Alternative team based approaches to game-play Vincent Archer
- Alternative team based approaches to game-play Johan A
- Alternative team based approaches to game-play cruise
- Alternative team based approaches to game-play Johan A
- Alternative team based approaches to game-play Damion Schubert
- Alternative team based approaches to game-play cruise
- Alternative team based approaches to game-play Zach Collins (Siege)
- Alternative team based approaches to game-play Douglas Goodall
- MMO Quest: Why they're still lousy Sporky McBeard
- MMO Quest: Why they're still lousy Miroslav Silovic
- MMO Quest: Why they're still lousy Michael Hartman
- MMO Quest: Why they're still lousy Sporky McBeard
- MMO Quest: Why they're still lousy Mike Shaver
- MMO Quest: Why they're still lousy Vincent Archer
- MMO Quest: Why they're still lousy Michael Hartman
- MMO Quest: Why they're still lousy Sporky McBeard
- MMO Quest: Why they're still lousy Paul Schwanz
- MMO Quest: Why they're still lousy Bart Simon
- MMO Quest: Why they're still lousy Jon Mayo
- MMO Quest: Why they're still lousy Byron Ellacott
- MMO Quest: Why they're still lousy David Kennerly
- MMO Quest: Why they're still lousy Paul Schwanz
- MMO Quest: Why they're still lousy David Kennerly
- MMO Quest: Why they're still lousy Miroslav Silovic
- MMO Quest: Why they're still lousy Roger Hicks
- MMO Quest: Why they're still lousy Paul Schwanz
David Kennerly wrote:
> Unlike programmed code, written narratives are rarely
> object-oriented.
You've suddenly made me curious as to what they would look like if
they were.
I wonder if you could write a number of smaller quest-lets, and then
use some sort of mechanic to string them together into larger
quests. Perhaps some sort of path-finding or goal-oriented quest
management system could do the trick.
For instance, suppose Bubba has an enchanted sword that seems to
somehow always find its way back to him. When the sword is stolen,
the quest manager starts generating quests that will bring the sword
back into Bubba's possesion. Buffy gets a quest to clean out a
bandit camp. The sword is part of the loot. Boffo the thief get's
a quest to steal the sword from Buffy. Boffo's fence finds that a
certain merchant is willing to pay more for the stolen sword than is
typical. That merchant happens to be the one Bubba frequents most
often. The next time Bubba comes into that merchant's store, he
sees his sword. The merchant is happy to give it back to him, since
Bubba's a regular customer and the merchant wants to avoid any
inquiries.
As a whole, such a quest is quite complicated, but when you break it
down, it is simply a kill quest, a steal quest, a sell quest, and a
give quest. The quest will never be written out as it is above.
Only the components will exist as a narrative. Nonetheless, Bubba
knows that his enchanted sword seems to somehow always find its way
back to him. The magically bound item story may or may not be
researched and documented by players. My guess is that it would
eventually, and players would enjoy telling each other about some
fantastically convoluted path that a friend of a friend's bound item
took to get back to her.
In this way, stories become like complex sentences composed of
strings of simple quest-words. The bound item story is only one
such sentence, but I imagine there are many, many more.
--Paul "Phinehas" Schwanz - MMO Quest: Why they're still lousy Douglas Goodall
- MMO Quest: Why they're still lousy Sporky McBeard
- MMO Quest: Why they're still lousy Douglas Goodall
- MMO Quest: Why they're still lousy Mike Rozak
- MMO Quest: Why they're still lousy olag@ifi.uio.no
- MMO Quest: Why they're still lousy Mark Mensch
- MMO Quest: Why they're still lousy Vincent Archer
- [bus][des] Anarchy Online and the free MMORPG... ceo
- [bus][des] Anarchy Online and the free MMORPG... Tess Snider
- [bus][des] Anarchy Online and the free MMORPG... Vladimir Cole
- [bus][des] Anarchy Online and the free MMORPG... Mike Oxford
- [bus][des] Anarchy Online and the free MMORPG... Douglas Goodall
- [bus][des] Anarchy Online and the free MMORPG... olag@ifi.uio.no
- [bus][des] Anarchy Online and the free MMORPG... Johan A
- [bus][des] Anarchy Online and the free MMORPG... Tess Snider
- [bus][des] Anarchy Online and the free MMORPG... Douglas Goodall
- [bus][des] Anarchy Online and the free MMORPG... Douglas Goodall
- [bus][des] Anarchy Online and the free MMORPG... ceo
- [bus][des] Anarchy Online and the free MMORPG... Douglas Goodall
- realistic combat vs enjoyable combat Rayzam
- realistic combat vs enjoyable combat Tom Hunter
- realistic combat vs enjoyable combat Michael Sellers
- realistic combat vs enjoyable combat olag@ifi.uio.no
- realistic combat vs enjoyable combat Darkwolf
- realistic combat vs enjoyable combat olag@ifi.uio.no
- realistic combat vs enjoyable combat Rayzam
- realistic combat vs enjoyable combat Jon Monteleone
- Homogeneity and choice Mike Rozak
- Homogeneity and choice Paolo Piselli
- Homogeneity and choice Sporky McBeard
- DESIGN: IGDA Persistent Worlds White Paper Alistair Milne
- DESIGN: IGDA Persistent Worlds White Paper Daniel James
- DESIGN: WoW quests and content Mike Rozak
- DESIGN: WoW quests and content Sporky McBeard
- DESIGN: WoW quests and content Kiztent Hatepriest
- DESIGN: WoW quests and content Amanda Walker
- DESIGN: WoW quests and content Greg Titus
- DESIGN: WoW quests and content Travis Nixon
- DESIGN: WoW quests and content cruise
- DESIGN: WoW quests and content Michael Hartman
- [SPAM] DESIGN: WoW quests and content Dana V. Baldwin
- DESIGN: WoW quests and content Edward Glowacki
- DESIGN: WoW quests and content Michael Hartman
- DESIGN: WoW quests and content Mike Rozak
- DESIGN: WoW quests and content Byron Ellacott
- DESIGN: WoW quests and content Johan A
- DESIGN: WoW quests and content logic@jrlogic.dyndns.org
- DESIGN: WoW quests and content olag@ifi.uio.no
- DESIGN: WoW quests and content Damion Schubert
- DESIGN: WoW quests and content Johan A
- DESIGN: WoW quests and content Mike Shaver
- DESIGN: WoW quests and content Byron Ellacott
- DESIGN: WoW quests and content Michael Hartman
- DESIGN: WoW quests and content John Buehler
- DESIGN: WoW quests and content Jim Purbrick
- DESIGN: WoW quests and content David Kennerly
- DESIGN: WoW quests and content Chris
- DESIGN: WoW quests and content P J
- DESIGN: WoW quests and content Douglas Goodall
- DESIGN: WoW quests and content Damion Schubert
- DESIGN: WoW quests and content Yannick Jean
- MUD-Dev Digest, Vol 20, Issue 15 Dread Quixadhal
- DESIGN: Study of MMORPG/MUD friendliness Mike Rozak
- DESIGN: Study of MMORPG/MUD friendliness Johan A
- DESIGN: Study of MMORPG/MUD friendliness Spot
- DESIGN: Study of MMORPG/MUD friendliness Bob Kovalchick
- DESIGN: Study of MMORPG/MUD friendliness Sean Howard
- DESIGN: Study of MMORPG/MUD friendliness Mike Rozak
- DESIGN: Study of MMORPG/MUD friendliness Brett Bibby
- MUD-Dev Digest, Vol 20, Issue 16 Dread Quixadhal
- MUD-Dev Digest, Vol 20, Issue 16 Vincent Archer
- MUD-Dev Digest, Vol 20, Issue 16 Mike Shaver
- WoW and humor Amanda Walker
- WoW and humor Vincent Archer
- WoW and humor Mike Oxford
- MUD-Dev Digest, Vol 20, Issue 16 Michael Hartman
- MUD-Dev Digest, Vol 20, Issue 16 Kiztent Hatepriest
- MUD-Dev Digest, Vol 20, Issue 16 Michael Hartman
- D&D Online Level Limit Thoughts Greg B
- D&D Online Level Limit Thoughts Byron Ellacott
- D&D Online Level Limit Thoughts Grimwell
- FW: DESIGN: Study of MMORPG/MUD friendliness Lisa Galarneau
- FW: DESIGN: Study of MMORPG/MUD friendliness Ben Carter
- FW: DESIGN: Study of MMORPG/MUD friendliness Vincent Archer