Hello Designer Community,
we havent seen for a while but now, as I'm doing some more advanced game design again, I thought visiting you to get some feedback
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As I'm in the design phase now need to think about what makes a kind of multiplayer/online/mmo RPG/whatever uses similar mechanics playable besides mob-farming/boss raids (if existing) or PvE, PvP; what makes even small Quests interesting. I now this has been asked a whole time but I decided to ask this again for the background of automated content creation as a desired result for the Spark ecosystem. What kind of quests or quest components could be generated too that are not listed below to make the game more interesting?
- Collect X of Y
- Carry X to Y (you maybe need to find X first)
- Kill X of Y
- Talk to X
- Kill X
As I've played many hours of different RPG's (solo, online, mmo) there are always these five archetypes of core quests or core quest components that may sadly lead to just skipping the often more or less trivial storyline if existing just to raid through the quest for getting the XP and loot items. This isnt fun and even a good story (bad telled) may not keep the longterm gameplay experience very valuable.
This may also be a bigger problem for auto generated quests so what should the generator also take into account to lead to an acceptable result?