» Sun Aug 09, 2009 3:55 am
Well Exo I am glad you asked for suggestions. I am not one to offer just problems but maybe some solutions.
For the first problem of the static universe I would employ a sort of instanced map. WoW did this some in WoTLK. I would take this to another level. Instanced Questing. I know this is a technical headache for programmers because you pretty much have to make two games at once. One where the quest has not been completed and another where it has. So I have been thinking how to circumvent some of these issues. One way to possibly get around this would at the very least on completion of said mission give the player some sort of trophy or even an invisible item that cannot be seen or used. It would be placed on the player for the game to see that this quest has been completed. Let's use an example.
"A player attacks bandits in a near by cave hideout to stop raiding on the town. Upon arriving in the cave the player fights their way to the bandit leader. The player is then given a choice. Kill this leader and stop the attacks or in Fallout fashion, help the bandits attack the town. Killing the leader gives the player normal loot and inside the loot is an invisible item letting the game know not to spawn these bandits for this person ever again or even just to make them invisible to the player. If the player chooses to help the bandits then upon completion of the "raid" mission the player is given normal loot and another invisible item that allows the bandits not to attack the player next time they enter the hideout. The player would have earned his stripes with the bandits therefore causing them to be friendly."
Now I know this is really a band-aid because the game isn't really changed but it is for the player and that is enough for them to take pride and really weigh the outcome of the choices they make. Also it starts the discussion amongst other players "Well I just killed the bandit leader and they have never returned."
As far as the problem of "Optimizing" I really do have a way around this. To get around this problem you need to allow the player to create a character that is completely their own. Instead of bland characters that other games let you have you make a system that allows very in depth customization. I have developed a system that goes around the Norm of RPG's. Right now RPGS work off certain base stats. In the Fallout series we Falloutians call it the S.P.E.C.I.A.L. system. Now imagine that system of Strength, Perception, and so on broken into Matrices. Every level the player instead of being given the point onto their base number the player is given the ability to place the point on a grid which affects those stats. Place a point further towards the Strength axis and it pulls the stats closer to strength and further from say Intelligence.
It is hard for me to see these things in practice because I have no idea how the designers of FOOL are creating their stat system. But my system allows players to even further optimize their character without adding to much of a coding headache. I know it sounds intricate but I have worked it over with some of my friends and it seems to be the best way to control the stats.
Ok, interesting stuff. Let me play Devils Advocate though.
1. Instanced questing is very doable, City of Heroes did this.
Unlike WOTLK though, that made certain areas "semi-instanced" in the sense that two characters standing on the same spot would see two different things in the game world.
Its an interesting but very limited solution, u cannot do this for every quest, its hard, its very taxing techincally, and in most situations it just doesnt work out, the ones in wotlk where the expetions and they where specifically designed to work in the way they did.
But City of Heroes did this first, and they did it another way, basically by making many many instances, and every mission would always take a player into an instance.
If the player brought some friends, the instance would adjust and become harder.
The problem here is two fold, first very quickly for every bracket u know the instances in it in and out. And even though the missions are sometimes different u basically end up going to the same 8 or 9 places for every lvl zone, because making much more then that simply isnt viable. Problem number two is that the REST of the world is empty, since everyone is off into their own instanced lvling zone.
2. Ok, intricate customization, this was done in Shadowbane, creating litirally thousands of different options. While ill go to my death saying SB had probably the best character creation system ive seen in any MMO, it did have some glaring faults.
Namely that no matter how intricate, or how personalized u can make ur character, something will be BETTER then something else.
Funky, cool, personal builds only lasts as long as they can survive, getting facepwned too many times in pvp sends ppl back to the drawing board to optimize their character.
And there is no way around that, because when u put Strategy, like run-up-to-him-and-hit-him-over-the-head-with-my-supersledge-strategy, with Math there is one way, and only one way, for those numbers to come out optimally.
Im all for variety, the larger the better, but that will only create even LARGER focus on items and stats to optimize ur build.
-Exo