Ularis Badler
Arcane
- Joined
- Mar 17, 2021
- Messages
- 283
Agreed. And you are pretty much describing, to a certain degree, what quests in underlair might be. The resulting quality of quests depend on the complexity I'm willing to go about them.And no, not everything has to be randomized. Imagine a scenario like this in a game that models very basic needs. It spawns in some kobolds on the edge of town. They're hungry, so they're attracted to a nearby farm with livestock. They invade the farm. That triggers the family on the farm's need for safety which causes them to run towards the nearby town. This allows the player to bump in to them and get the "quest" to clear the kobolds. The only random part of that is where the kobolds spawn. The rest of that is happenstance on where things are in the world and having a needs based AI. The only problem is dealing with the speech which communicates to the player that he can intervene to fix the problem.
Imagine this algorithm for quests.
Step 1: define type.
- Fight.
- Fetch.
- Social interaction.
- Save / help.
- Find.
- Courier
- Explore.
- Hunt down.
- How many NPCs will be involved in the quest?
- How many check points will be needed to visit?
- How many dialog options will be available.
- How many failure conditions are there?
- Is there a time limit?
- Are there necessary items in the inventory?
- Will your objective shift location?
- What cascade events can follow?
- What are the consequences of completing the quest?
- What are the consequences of failing the quest?
- How will the quest's outcome impact on settlements?
- How will the quest's outcome impact on the region?
- Will there be an impact on the economy?
- Will a particular type of creature go extinct?
- Which NPCs will praise or hate your actions?
But the quest's story itself is not the core focus of Underlair, but the execution and the challenge pulling it off.
The above is all theoretically. I haven't put that much thought. It's actually something I will leave for last.
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