Bringing narrative into the game!
A long time ago we had talks about integrating quests in the game to ease new players into it and give them a meaningful purpose. At the beginning the system we initially planned to implement was pretty basic and a long time has passed till we finally reached a point where we had the chance to implement it.
Quests can be pretty complex and thus require a sophisticated system that integrates well into the rest of the system. Especially implementing quests for a multiplayer online game has it’s very own problems. Is it allowed to kill quest npcs? If so what should happen? Inspired by games such as The Witcher, Guild Wars and even World of Warcraft to a certain degree – Alex and I embarked on this epic journey through sorrow and pain to implement a script-driven quest system far more complex than we first imagined. We could have taken the easy route by just implementing a very generic system that only allows boring kill or gather quests without any reaction from the environment. Now we have a system that, still in it’s roots allows the kill and gather quests, but we have the ability to show reactions from the environment and tell a story.
For Example: Björn tells you of a magical place which guards old artifacts casted by the gods. You follow Björn to this place but instead old treasure all you find are sekletons risen from the dead that want you to join them in death. What we want to tell you is that the system allows us to show you what happens instead of just telling you. It all boils down to two experiences: quests that are created as a personal experience and quests that involve all the player on the server and will change the landscape you see (at least for a short time). Think in terms of dynamic events.
And the best part? We will make our quest-api available so that you can create your own story! Here is quick preview at our very own quest editor which will be made available to all of you in the upcoming months!
Quests can be pretty complex and thus require a sophisticated system that integrates well into the rest of the system. Especially implementing quests for a multiplayer online game has it’s very own problems. Is it allowed to kill quest npcs? If so what should happen? Inspired by games such as The Witcher, Guild Wars and even World of Warcraft to a certain degree – Alex and I embarked on this epic journey through sorrow and pain to implement a script-driven quest system far more complex than we first imagined. We could have taken the easy route by just implementing a very generic system that only allows boring kill or gather quests without any reaction from the environment. Now we have a system that, still in it’s roots allows the kill and gather quests, but we have the ability to show reactions from the environment and tell a story.
For Example: Björn tells you of a magical place which guards old artifacts casted by the gods. You follow Björn to this place but instead old treasure all you find are sekletons risen from the dead that want you to join them in death. What we want to tell you is that the system allows us to show you what happens instead of just telling you. It all boils down to two experiences: quests that are created as a personal experience and quests that involve all the player on the server and will change the landscape you see (at least for a short time). Think in terms of dynamic events.
And the best part? We will make our quest-api available so that you can create your own story! Here is quick preview at our very own quest editor which will be made available to all of you in the upcoming months!