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
- DESIGN: Personal NPCs cruise
- 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
On 11/21/05, Dave Mitchell <timex@austin.rr.com> wrote:
> of World Events in this thread - we looked at doing world
> instancing based on major quest events. That is, a world instance
> would exist for each linear "world changing event". As players
> completed these events they would be moved to the next world
> instance with players that had also completed this event.
Guild Wars does something similar to this in the beginning of the
game. You play through a tutorial-style set of character-defining
missions, and at a certain point the game produces a cutscene of,
essentially, armageddon taking place. You are taken out of the
idyllic farmland you were in and transported into a post-war
wasteland. If you play with friends, they too have to complete the
historical tutorial-instance before they can join you in the
post-war instance.
This worked well to set the mood of the game and to provide for
great attachment to the character's situation - you had seen the
idyllic (albeit ravaged by animated skeletons and giant worms)
farmland firsthand through your character's eyes, so the view of the
wasteland really hits home in a much more "real" way than had you
merely read a background story. It is, of course, not dynamic, nor
does it have anything to do with the actions of the players, so it
does not directly address the issue of quest quality.
Another problem I can see with such an approach is that you either
have to create a new world instance for each group completing a
world-altering quest, or you would have to live with the same
inconsistencies quest produce today, where everyone completes the
same quest. For example, if you took the second approach, NPCs would
address everyone in the world instance as "S/he who saved the
world". Of course, this is not different from the current system of
100 people saving the old lady's cat from being eaten by the wolves,
every hour, 24/7.
I suppose that having a world instance with very few players could
occasionally be useful - rather than creating a new high-level area
to take the load off some overcrowded servers and let newbies
experience the game with less lag, you could move all characters who
have completed a certain world-altering quest forward in time, in a
world that is the same but still different, where they cannot
interact in any way with those in the "historical" world. I guess
WoW is planning on something like that in Burning Crusade, although
they were going to go backward rather than forward and allow for
some mobility between the two ages.
- 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