November 2008
- The Future of Quests cruise
- The Future of Quests Siege)
- The Future of Quests Threshold
- The Future of Quests Amanda Walker
- The Future of Quests Marc Bowden
- The Future of Quests cruise
- The Future of Quests John Buehler
- The Future of Quests Paolo Piselli
From: John Buehler <johnbue@msn.com>
>
> My primary problem with questing in games is that there is no purpose to it.
> Backstory supposedly explains to us why my character is supposed to kill
> another five whatevers but as we all know that doesn't change anything.
> Another five whatevers will be killed by the next character.
>
Playing through Fable 2 I am still surprised that MMOs have not implemented effects as simple as client-specific cosmetic changes to a zone (someone please correct me if this already exists). Something along the lines of texture interpolation for buildings and foliage between shabby and nice, sunshine coefficients, level of optimism in adjectives used in NPC dialog, etc. If after a few hours of questing in the zone the player sees that the mood of the whole place has improved, the player can feel that they have significantly affected the zone (even if its only from their client's perspective) without impacting the narrative experiences of other players. Heck, maybe its not permanent but on a slow decay so that the player has motivation to revisit after a month to do some repeatables and "clean up shop". Consider it an ambient UI element that signals to the player their relative activity level in that zone.
-Paolo - The Future of Quests cruise
- The Future of Quests cruise
- The Future of Quests John Buehler
- The Future of Quests Tom Hudson
- The Future of Quests Aurel
- The Future of Quests Paolo Piselli
- The Future of Quests Robert Flesch
- The Future of Quests Nabil Maynard
- The Future of Quests Ricky C
- The Future of Quests Christopher Lloyd
- The Future of Quests cruise
- The Future of Quests John Buehler
- The Future of Quests GAMES)
- The Future of Quests John Buehler
- The Future of Quests GAMES)
- The Future of Quests John Buehler
- The Future of Quests Mike Sellers
- The Future of Quests Michael Hartman
- The Future of Quests Lachek Butalek
- The Future of Quests Threshold
- The Future of Quests Damion Schubert
- The Future of Quests GAMES)
- The Future of Quests Morris Cox
- The Future of Quests Threshold
- The Future of Quests Siege)
- The Future of Quests Threshold
- The historical significance of MUDs Threshold
- The Future of Quests Damion Schubert
- Players are shallow [was: The Future of Quests] Mike Rozak
- The Future of Quests Mike Sellers
- The Future of Quests Damion Schubert
- The Future of Quests Mike Sellers
- The Future of Quests Lachek Butalek
- [Engines] A suitable 2D engine for a virtual world. Sebastian Anthony
- [Engines] A suitable 2D engine for a virtual world. Mr Seb
- [Engines] A suitable 2D engine for a virtual world. Daniel James
- NEWS: MUD 30 years old Matt Cruikshank
- NEWS: MUD 30 years old Michael Hartman
- NEWS: MUD 30 years old Richard A. Bartle