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#1 | |
Join Date: May 2005
Location: UTC-8: Oregon, USA
Posts: 2,476
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Advice for GameForge on mission design - please consider
My goal in posting this is to give GameForge some advice on designing believable, multiplayer-friendly and roleplay-friendly missions. This primarily involves being careful with the words used in dialogs. Secondly, replacing an entire psychological-reward concept ("you're the hero") often used in standard MMO quests with a better concept ("you're the master of your own choices and actions").
I have tried to form this so that, if it were implemented, no player type would be left in the cold. It accommodates roleplayers, but it doesn't exclude non-roleplayers or force any playstyles. I hope the only people who would not enjoy this would be those who shouldn't be in Ryzom: the selfish, anti-social powergamer noobs who prefer their ego to be profusely stroked in the least intellectual manner. However, I would like to receive feedback on this set of "guidelines" from fellow players. If there are any flaws, it would be good to make them known. *points at signature quote* GameForge appearing to notice and consider suggestions made about ranged combat has evoked my optimism that they might consider suggestions about missions as well. === Mission/"Quest" Design === Notes: When I refer to the "player," I mean the person sitting at their computer playing the game. "Character" means their in-game avatar. The definition of "roleplaying" I use is basically the same as the relationship between an actor in a television show and the character they play. Ryzom has long been considered a good game for roleplaying, which is a strength I hope GameForge will allow to thrive - especially by being careful with the nuances of the quests you implement. According to Phelan, you've already decided to implement quests, so the details of quest design are going to be important; please don't underestimate how important Quests are an obvious and forefront form of "content" which will affect the expectations players have of the game, how they interact with other players, how they view their character, and how they feel about their role in the game's world.
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Jelathnia, Kasarinia, KianShi, Maethro, ShuaLi, and OPaxie (Arispotle) TeiJeng (Leanon) ï = ALT+0239 | advice for mission design | Zoraï masks long-distance communication | some foods and drinks | Zoraï pictograms "Ryzom: We dare to be different. Do you dare to adapt?" - Acridiel |
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#2 |
Join Date: Feb 2005
Location: Yrkanis
Posts: 1,184
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Re: Advice for GameForge on mission design - please consider
Seconded, agree, /sign, etc
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#3 |
Join Date: Jan 2007
Posts: 80
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Re: Advice for GameForge on mission design - please consider
Thirded,
![]() There's nothing better then juicy writing that draws you in is what I say. Then again this could be what you are planning all along too... ![]() |
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#4 |
Join Date: Feb 2005
Posts: 220
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Re: Advice for GameForge on mission design - please consider
Excellent post Katriell, I think this sums up a lot of our sentiments. I'll give everyone at GameForge a cookie if they take this into serious consideration.
![]() (Disclaimer: I will not be held accountable for shipping charges. ![]() |
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#5 |
Join Date: Jul 2006
Posts: 453
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Re: Advice for GameForge on mission design - please consider
Some nice points on how the missions should be layed out Katriel. Even as a non roleplayer I agree that missions that can potentialy be done by every player in the game shouldn't be the 'you've saved the world!' type and choices in how to complete the missions would be much more fun then set storylines you play through. The Sterga Hamla mission was a favorite of mine on Ruins of Silan but odly I'll turn him in every time
![]() Also as this is a sujestion on how Gameforge should do missions I'd like them to look very carefully at how they decide to do rewards for the missions. Giving out fully made items that are better then what crafters can do would for me hugely hurt Ryzom. I'd prefer to see the rewards be something like experiance, experance catalysers, or maybe even a certain amount of a material but not a unique one that is better then what a harvestor can get. |
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#6 | |
Join Date: Oct 2006
Posts: 227
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Re: Advice for GameForge on mission design - please consider
Quote:
I myself dont want to see any rewards tie to a quest besides dappers and fame and the rare chance for a entry in the encyolpdia. If you start giving experince for quests, you will see people just grinding thru quests to level up and the game will be like WoW. Cats would just be as bad as giving experince for the quests but you will have a period where the person would stop doing them for a hour or so and grind using the cats they earn. Materials i dont beleive would have a negtive impact on the game, but it would have to be worked into the quest where you deserve matrials for the reward. Imho i just want to see rest of the encylopdia implemented into the game. There is no need to have alot of great quests in Ryzom. I have never seen Ryzom as a quest driven game and i dont care to see it turned into one. |
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#7 | |
Join Date: Jul 2006
Posts: 453
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Re: Advice for GameForge on mission design - please consider
Quote:
Well I wouldn't be upset if it was just dappars and fame, actualy I'd be pretty happy but I don't think some experiance for the missions has to hurt the other ways of getting experiance and coming up with a way to get catalysers apart from outposts comes up every now and then on the forums. I'd want it as a choice, less then current ways of getting experiance or catalysers but for some a more fun way of doing it. Of course it's just my opinion on it ![]() |
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#8 |
Join Date: Jan 2007
Location: Sweden
Posts: 29
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Re: Advice for GameForge on mission design - please consider
Hey! I thought on the exact same aspects as mentioned in this post as of yesterday. Great post!
And therefore I want to express my support for the thoughts and guidelines that (mainly) katriell put down in words. Quests should be available but be apart of what's already in there and not squeeze in WOW-ish types of "hero" quests. But doing quests/missions on the ML should, imo, give something back to the player and story advancement could be reward enough. |
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#9 |
Join Date: Oct 2004
Location: Germany
Posts: 6,294
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Re: Advice for GameForge on mission design - please consider
The only thing I have to say to this is a word of caution.
While I second the ideas and I am absolutely in favor of such "Mission-Quests" as Kat describes them I´d like to remind you all of something. Navrax has been "building" these Missions for the better part of three years now. As it seems they do stand only a short time away from implementing them. And while these Ideas and suggestions all have been given before, don´t you think it´s a little late for "advice". ![]() IF they have Missions that are like others we know of other Games (and I surely hope not) do you think they´ll do a 180° all of a sudden and beginn anew just from reading this "advice"? Just imagine they would take your words to heart... It would probalby take another 2 years to finish Missions with them in mind... *sigh* So I´d like to caution all of you, and not try to be the spoilsport, to hold down your enthusiasm a bit. But at the same time don´t be to angry or dissapointed if the new "Mission-Quests" will be like any others we know. Again, I surely hope this will not be the case and I truyl and utterly support Kats ideas, but better to be cautious and aim a little low, then aim high and be crushed with dissapointment if worst comes to worst. *hopes for the best* Acridiel Last edited by acridiel : February 23rd, 2007 at 03:45 PM. |
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#10 | |
Join Date: May 2006
Posts: 665
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Re: Advice for GameForge on mission design - please consider
Quote:
Ryzom has plenty of content, There is the crafting system with recipes that players have to discover themselves.. There is the gathering of resources through hunting or digging.....both require extensive knowledge of the world. There is the Outpost ownership to consider for resources, this of course brings the PvP player into the world as an another aspect of playing. Each example above has Player interaction for a reason. The missions in Ryzom play a small part of the current game, but it has taken three years of developer time ? Now there are suggestions that the missions being implemented have the possibility to effect the delicate balance already in Atys..... For example look at how much the 'expansion' of PvP effected the perception of the game, Is Ryzom morphing into PvP quest runs ? What is needed are improvements to existing features everyone uses, Improving the economy with money sinks, centralising crafters points of sale will benefit all, multiple homins in apartments, More interaction with spreading the goo, there are many aspects of Ryzom left to rot while the priority is given to 'easy to understand' additions. Maybe I am a cynic, but when I see that standards should be lowered to avoid disappointment, I have to check if I have am looking at the SWG site. I understand your post Acridiel, I just refuse to buy into the 'core change is good' scenario...............again ![]() Last edited by mugendo : February 23rd, 2007 at 04:29 PM. |
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