Thread: Autoquests
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Old 01-21-2010, 05:32 PM   #5
Orrin
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Join Date: Jul 2008
Name: Matt
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Re: Autoquests

Rather than having a true autoquest system where quests are completely generated, I think it's better to implement a generic quest framework for your builders. This should allow you to quickly add content while still having the ability to tailor each quest to your game theme.

On Maiden Desmodus a quest consists of stages which can be of the type 'greet', 'give', 'get', 'drop', 'kill' or 'custom' with an NPC and/or an object as the target. These cover most common PC tasks with the custom trigger allowing for anything else. You can also set various properties on a quest such as XP/gold awarded, minimum level, time to complete, etc. There's no special OLC for quests and they can be created dynamically with a few lines of script.

Generally we've had a very positive reaction from the players to our tasks/quest system on MD and IMHO it gives us the best of both worlds. On the one hand we can add fairly generic content fast (kill X, get Y, bring it to Z, get reward, etc.) but we can also tweak the quests with custom scripting where necessary and keep the whole thing consistent with our theme.

A true autoquester would work fine on a more hack and slash oriented game, but for us I think it's worth the additional work to customise the content.
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