  | | | Dynamic Quests & Event Chains | Dynamic Quests & Event Chains 2005-11-18 - By Roger Hicks
Back There's been a lot of discussion recently on improving quests to avoid the constant boring flow of "fed-ex" and monster slaying. As Mike Rozak pointed out, quests will be more enjoyable when the player has a meaningful reason to complete the quest. While this can be achieved by attaching emotional feeling and sympathetic goals to the quest, it also can be achieved by allowing the quest to have an effect on the game.
MMORPG quests today typically don't have any effect on the game. When you slay Uber-Villian Bob and his evil ravagers, the city doesn't remain safe from them. Instead they respawn after a few minutes and continue their assault on the city. MMORPGs have avoided quests with lasting change for a good reason. If Uber-Villian Bob stayed dead, then the city would remain safe, and it would provide a rather boring experience for any future players who come along. Allowing permanent change would require that a game designer supply entirely new content for each player to play the game (an impossible task).
I believe quests could be improved, however, by allowing them to have a temporary effect on the game. By allowing quests to temporarily change the state of the game, you can link quests together in non-linear fashion to provide an overall more pleasing experience. For example:
The Temple of Light in a city contains an orphanage. Their arch-rivals, the Temple of Dark (below the city) offers a quest to sabotage the Temple of Light through arson. When a player accepts the quest, they must travel to the Temple of Light and pick a building to light on fire. If they choose the orphanage, then the state of the game changes. Suddenly, the orphanage is burning. New quests are now offered by the Temple of Light to a) bring buckets of water to douse the fire and b) run into the burning orphanage and rescue the children. Once the fire is put out, these quests dissapear and are replaced by another quest to gather materials to rebuild the orphanage. After a certain number of quest turn-ins for building materials (which should take some time), the orphanage is rebuilt and the state of the game returns to where it started (allowing the Temple of Dark to perform their arson again).
In the above example, a players choices and completions of quests have an effect on the game. The Temple of Dark player gets to see the orphanage go up in flames. The Temple of Light player gets to put out a fire and rebuild a new orphanage. However, the changes aren't permanent. Eventually (through the use of additional quests) the game returns itself to it's original state, allowing the same game content to be experienced by multiple players. Also, each player who participated in the above example had a different experience while dealing with the same event. One player burnt down a building. Another put out a fire. Another rescued orphans. When the situation repeats itself, players can take on different roles and experience the same content from a whole new prespective. Now, if you look at the individual quests above, you'll notice they are standard "fed-ex" style quests. Go to the A and do B. Gather material A. Rescue and escort NPC A. However, when you add world state change to the success (or failure) of a quest, you add much more entertainment value to the player.
The goal here is to think of your game (or sub-zones/themes of that game) as state machines with a finite number of states. The players in the game are the catalyst for shifting the game from one state to the next. In each game state, different gameplay content is available, including some content that allows the players to shift the game into a different state. Now, it's not necessary for every quest in the game to have cause a major state change. Traditional quests can be interspersed with state changing quests to fill in the storyline such as the rescue the orphans quest in the example above. Rescuing the orphans causes no game state change, however it does aid the storyline of the event.
Perhaps a better way to look at it is to think of the world as containing a set of bit-flags (Each flag can be on or off). A combination of flags leads to a paticular state in the game. Another example:
State 1 - A powerful warlock (Bob the Warlock) in a tower on the top of a mountain seeks to open a portal into a demon realm.
Quests offered:
The Warlock offers a quest to gather components for the powerful spell to open the portal. When complete, the portal opens (go to state 2) A rival warlock (Bill the Warlock) in another part of the world offers a quest to sneak into the Bob's tower and steal his research (go to state 3) The Justice guild offers a quest to stop the Bob from opening the portal by slaying him (go to state 4)
State 2 - Bob the Warlock has opened the portal. The surrounding area is beseiged by demons
Quests offered:
The Justice guild offers a quest to slay demons (no state change)
The Justice guild offers a quest to gather materials and close the portal (go to state 1)
Bill the warlock offers a quest to obtain a rune that allows the demons to be controlled, and then a follow up quest to take command of the demons and slay the Bob the warlock with their help (go to state 4) Bob the warlock offers a quest to gather magical shards that will feed the portal with energy, keeping it open. If no one accepts this quest (or if they fail) the portal closes after a period of time (go to state 1)
State 3 - Bill the warlock has gained power through Bob's research.
Bill the warlock creates a powerful potion using the research and offers a quest for the PC to use the potion on Bob the Warlock, forever sealing him into another realm. (go to state 4)
The Justice guild offers a quest to ransack Bill's hideout, destroying his research (go to state 1)
In addition, the 1st and 3rd quests from state 1 are still available.
State 4 - Bob the warlock is dead and gone.
Bill the warlock offers a quest to clear out the magical traps & resistance in Bob's tower so he can move in (becoming the new Warlock of the tower and resetting to state 1, a new rival warlock is generated to rival Bill).
The Justice guild offers a quest to guard the tower (providing opposition to the PCs on the above quest and preventing Bill from moving into the tower) If the portal is open (from state 2, technically another state) the Justice guild still offers it's quests to slay demons and close the portal.
This paticular event chain provides 12 unique quests, each of which has the ability to alter the state of the game. At the same time, only 3 bits of information (flags) need tracked to provide this quest chain:
1. the state of the portal (open / closed)
2. If Bill has Bob's research
3. If Bob is dead/banished
Also, players can take on one of three roles in the above example:
1. The Justice guild defender who keeps the powerful warlocks in check
2. Bob the Warlock's henchman, helping to open the portal and keep it open
3. Bill the Warlock's henchman, helping to usurp and defeat Bob
Once one of these event chains is set up, it's an easy matter to extend it by simply adding new states / flags and providing new quests to facilitate changes to and from those states. Let's extend the above example by adding a Goblin tribe that lives near Bob's mountain tower. We simply add 1 new flag to determine if the Goblin tribe is a full strength:
1. In state 1 and 2, Bob the warlock is bothered by the pesky goblins who attack his tower from time to time and offers a quest for the PC to slay X number of goblins. (sets the Goblin Tribe full strength flag to false)
2. In state 1, Bill the warlock offers a quest to taint the goblin's water supply with magic, making them enraged and causing them to increase their attacks on Bob's tower, which in turn prevents Bob from leaving the tower to open the portal until the goblin tribe is not at full strength.
3. While the goblin tribe is not at full strength, their chief offers a quest to gather medicinal herbs that help heal their wounded. (returns the goblin tribe full strength status to true)
4. Shortly after Bob is killed (state 4) the goblin tribe moves into the tower (if they are at full strength), causing additional resistance to both Bill and the Justice guilds quests to gain control of the tower.
5. When the portal is open, the Goblin chief offers a quest to gather materials to create magical wards that will prevent the demons from entering the goblin camp. If no one completes this quest after a certain period of time, the goblin tribe full strength flag is set to false, indicating that the goblins have been defeated by the demons.
In this case, adding one flag adds 5 new quests and a new player role (assist the Goblin tribe)
Please post thoughts / comments!
BobTHJ __ ____ ____ ____ ____ ____ ____ ____ ____ ____ MUD-Dev mailing list MUD-Dev@(protected) https://kanga.nu/lists/listinfo/mud-dev
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