Post by Admin on Nov 16, 2014 6:44:25 GMT
Although the game is procedural and gameplay-based in nature, it will still need goals for the player to accomplish. This thread is meant to document those things.
Some elaboration on what is in the works so far:
High Level Goal: (un-obtainable?)
"Save the world from the darkness."
Short, simple, and to the point. Each zone the player visits has some "darkness" and the player must beat the zone boss to clear the darkness. Causes a context switch for the zone, and the player gets some refreshing rewards.
Zone-Level Goals: (Zone's are meant to be self-contained)
Short-Term Goals:
A note on contextual quests:
I would like most quests to be rather contextual in nature. What this means is that there is no direct quest-giver. Instead, doing the quest comes first, and the realization of rewards comes later.
Here is an example scenario:
Player comes across a burning house surrounded by some type of "fire" enemy. Killing all of the fire enemies causes the fire to be put out. The owners of the house can now be talked to for a reward.
This is a lesson that the Zelda games have taught me for the most part. Good quests rely on a certain amount of discoverability. Actions by the player causing reactions in the context of the world. Now throw a procedural spin on it. That is my goal.
Some elaboration on what is in the works so far:
High Level Goal: (un-obtainable?)
"Save the world from the darkness."
Short, simple, and to the point. Each zone the player visits has some "darkness" and the player must beat the zone boss to clear the darkness. Causes a context switch for the zone, and the player gets some refreshing rewards.
Zone-Level Goals: (Zone's are meant to be self-contained)
- Protect townsfolk from the darkness
- Defeat the darkness wherever it may lie
- Develop new ways to stave off the darkness
- Explore unknown locations
- Aspire to "legendary" status
Short-Term Goals:
- Getting stronger (armor/weapons/skills)
- Collecting enemies (mobs in the world)
- Completing Quests that tie into mid and high-level goals
- Exploring new locations/dungeons
- Seek out "legendary" enemies and gear.
Short-Term Quest Types: (really gonna stay away from anything that sounds like "gathering")
- Defeat the zone boss, obviously will be the last one to accomplish.
- Stop waves of attacking enemies. (town-based event/quest)
- Clear "darkness" areas spread throughout the zone
- Defeat "darkened" enemies, randomly placed in the world (non-respawnable)
- Defeat any betraying factions (chance of betrayal at the end of other quests, procedurally thrown in for flavor)
- Help town leadership in developing "light" weapons to fight off the darkness. (may be short collect phase of this one)
- Save lost or stranded individuals in the wild
- Collect rare mob(s)
- (to be continued...)
A note on contextual quests:
I would like most quests to be rather contextual in nature. What this means is that there is no direct quest-giver. Instead, doing the quest comes first, and the realization of rewards comes later.
Here is an example scenario:
Player comes across a burning house surrounded by some type of "fire" enemy. Killing all of the fire enemies causes the fire to be put out. The owners of the house can now be talked to for a reward.
This is a lesson that the Zelda games have taught me for the most part. Good quests rely on a certain amount of discoverability. Actions by the player causing reactions in the context of the world. Now throw a procedural spin on it. That is my goal.