Rendelius said:
GhanBuriGhan said:
Oh yeah? How many variables would you like to take into account for each and every quest, dialogue, whatever? How many contigencys could you and YOR design team handle? Sure its bad, but its just the price you pay for getting a freeform game that lets you progress at your whim. You can always roleplay it and turn your back on the balmora mages guild, or fry them with your Fierball- o - death. What does your level 100 superhero want from the mages guild anyaway!
That's exactly why so many developers stick to these tunneled RPGs where you have to progress on a narrow path with some branches that will lead you back to the path again: They are so much easier to do from the logic within. We have a few dev teams going for that freeform adventuring, and given the tremendous task that lies before them (to give us as much freedom as possible and to stay consistent nevertheless), I wonder that they still risk doing this
.
I'm sorry, but all this malarky about "handling every contingency" is just rubbish. Most of the concerns re: multiple guilds can be fixed by relatively simple solutions.
At the most simplest level:
Take the several factions, one stat for each to represent your standing with them (v. simple scheme used by the likes of Thief 3). Every time you do something that would have an effect on your standing (e.g. attack guild members, accomplish a quest, get promoted at an ideologically opposed guild) those standings are adjusted accordingly.
When it comes to doing quests that are
not main-plot oriented, what you have access to (if using a job sheet metaphor), or what is offered to you is affected by your current standing with the offerer, your level, and your standing in other guilds.
For example, with the tedious mushroom picking one, if your standing and/or level was high enough, it would not get offered when you first joined the guild. A quest more matching your competence would. So if you were already Lord Wotshisname, High Goombah of the Fighters Guild, (and this would be well known after all this is no "sekret guuild"), then obviously you would not get the mushroom picking quest.
Perhaps if you were only Lord Sneaky Dude, Leader of the Assassins Guild, perhaps that would not come into it as your identity is secret or something.
For those that truly desire to be a completist and do such a quest, the offerer may have a dialogue option such as "Would you like to try something easier?", so you can choose some of the lesser quests, but reward should perhaps be scaled accordingly.
No-ones asking for every contingency to catered for. A simple change to the way quests are offered is all that it takes, and a couple more stats to check or adjust.
Of course, what with RAI I would expect something more elaborate than the above. If it is as good as promised. :wink:
(For example, a time factor for how long it takes for your reputation to filter around the world. Saves those "but how did they know I killed those guild members?" moments. Easily done in an advanced scheduling system that the supposedly have)
The Morrowind approach with the leveled monsters was one way to cope with the problem, as well as the relatively short and dull unrelated quests. They have overdone the leveled monster thingie, you hardly met something that was a real challenge.
I didn't really notice this much. I got my ass handed to me quite often. :D
Also, when I returned to earlier areas when I was more powerful I kicked ass. So, do you have any examples?