November 2005
- Computer Security for MMOs and Online Games Greg B
- Discussion of MUD system design, development, and implementation Chris Duesing
- Commentary on Recent PlayOn Blog Social Cohesion Christopher Allen
- quest engine design documents? Johnicholas Hines
- Effort to produce a quest Mike Rozak
- Effort to produce a quest Ghilardi Filippo
- Effort to produce a quest Mike Rozak
- Effort to produce a quest Kiztent
- Effort to produce a quest Vincent Archer
- Effort to produce a quest Damion Schubert
- Effort to produce a quest Mike Rozak
- Effort to produce a quest Damion Schubert
- Effort to produce a quest Mike Rozak
- Effort to produce a quest Randolf Richardson
- Effort to produce a quest Lachek Butalek
- DGN: Starting with Nothing (Requests for Resources) Sarah Bonner
- DGN: Starting with Nothing (Requests for Resources) lwl@black-knight.org (Lydia Leong)
- DGN: Starting with Nothing (Requests for Resources) Otis Viles
- Text MUDs; in need of an (r)evolution? John Mauney
- Text MUDs; in need of an (r)evolution? Sean Howard
- Text MUDs; in need of an (r)evolution? Sam Pointon
- Text MUDs; in need of an (r)evolution? John Mauney
- Text MUDs; in need of an (r)evolution? justice@softhome.net
- Text MUDs; in need of an (r)evolution? Lachek Butalek
- Text MUDs; in need of an (r)evolution? lwl@black-knight.org (Lydia Leong)
- Text MUDs; in need of an (r)evolution? Mike Rozak
- DESIGN: Personal NPCs Mike Rozak
- DESIGN: Personal NPCs CHRISTOPHER LLOYD
- DESIGN: Personal NPCs Mike Rozak
CHRISTOPHER LLOYD wrote:
> If you have a list of 10 NPCs (old man, old woman, small boy,
> shadowy figure, etc), then as the player base gets larger, the
> players will come to recognise them.
> "Oh, you're level 15? Has your quest NPC turned up > yet? Mine
> was an old man."
> "Yeah, it was a penniless bard for me. I had to > collect
> berries for him."
> "Berries? You're lucky - I had to kill a troll"
True, but the current state of affairs is: "If you want to talk to
the man who wants the troll killed, go to Smith street in
Tavernack. The berry woman is in a nearby alley."
> What I do like is the idea of quests that can always be done, time
> after time after time, but without actually feeling like quests.
> For example, lighting lanterns in the local city when it gets
> dark: As soon as the sun sets, players can walk up to a dark
> street lantern and turn it on. They get 10xp for each one. But
> they can do this -every single night-, because it always needs to
> be done. Perhaps NPCs could be doing the same, so that at least
> some of the city is lit up, but you get the idea.
Such quests are good too; I'm all for keeping existing quest models
along side personal NPCs.
On of the points I was making is that players need to "internalize"
the quests goals. Sure, players will light the street lamps for
gold, but they only have a monetary reward driving them. If failure
to light the street lamps causes more thieves to appear, and the
theives have negative consequences for the players (or NPCs the
players like) then there is a stronger motivation to light the
lamps. Example: One NPC dies/disappears from the village every night
the lights aren't on.
As an aside:
Sometimes I think there are too many economists (or accountants)
involved in game design, starting with scores in pong and arcade
games, working their way to XP and gold in MMORPGs. It seems like
every action has either a positive point-related consequence (or
gold or XP), or negative "you die" consequence. How about positive
and negative non-monetary/XP affects? How about affects that are
neither positive or negative, or postiive/negative based on the eye
of the beholder?
Mike Rozak
http://www.mxac.com.au - DESIGN: Personal NPCs cruise
- DESIGN: Personal NPCs Mike Rozak
- DESIGN: Personal NPCs lwl@black-knight.org (Lydia Leong)
- DESIGN: Personal NPCs Mike Rozak
- Dynamic Quests & Event Chains Roger Hicks
- Dynamic Quests & Event Chains cruise
- Dynamic Quests & Event Chains Lydia Leong
- Dynamic Quests & Event Chains Dave Mitchell
- Dynamic Quests & Event Chains Lost
- Dynamic Quests & Event Chains Lachek Butalek
- Dynamic Quests & Event Chains Lost
- Dynamic Quests & Event Chains lwl@black-knight.org (Lydia Leong)
- Dynamic Quests & Event Chains jack fredricks
- Dynamic Quests & Event Chains Mike Rozak
- Dynamic Quests & Event Chains Arnau Josep Rosselló Castelló
- Dynamic Quests & Event Chains Damien Neil
- Dynamic Quests & Event Chains ceo
- DESIGN: Personal NPCs cruise
- DESIGN: Personal NPCs Jaycen Rigger
- (no subject) Koster, Raph
- Removing the Massively from MMOG (long) cruise
- Removing the Massively from MMOG (long) Lachek Butalek
- MMO a temporary phenomenon? John Buehler
- Sexism in design lwl@black-knight.org (Lydia Leong)
- Sexism in design Marc Bowden
- Sexism in design Louis d'Ambra
- Sexism in design Sean Kelly
- Sexism in design Amanda Walker
- Value Brian "Ayavaron" Ross
- Griefing Brian "Ayavaron" Ross
- RE : Removing the Massively from MMOG (long) Jean, Yannick
- RE : Removing the Massively from MMOG (long) Marc Bowden
- RE : Removing the Massively from MMOG (long) Lost
- RE : Removing the Massively from MMOG (long) Damion Schubert
- RE : Removing the Massively from MMOG (long) Lachek Butalek
- Changing Midstream (SWG's New Look) Sean Howard
- Changing Midstream (SWG's New Look)
- Changing Midstream (SWG's New Look) Sean Howard
- Changing Midstream (SWG's New Look) Caliban Darklock
- Changing Midstream (SWG's New Look) Sean Howard
- Changing Midstream (SWG's New Look) Ryan S. Dancey
- Changing Midstream (SWG's New Look) Jeffrey Kesselman
- Changing Midstream (SWG's New Look) Ken Sewell
- Changing Midstream (SWG's New Look) Sean Howard
- Changing Midstream (SWG's New Look) Joe Ludwig
- Discussion of MUD system design, development, and implementation Chris Duesing