[MUD-Dev] Logical MUD Areas

Elia Morling elia at familjen.se
Fri May 4 10:02:03 New Zealand Standard Time 2001


> Wednesday, May 02, 2001, 12:01:01 PM, Lynx wrote:

>> I was wondering what thoughts the others on this list had as far as
>> making areas and quests logical in that players can do them more 
>> than once without it being absurd. (for instance, the ever repoping
>> king that people kill for his sword, etc.)

I have yet to see random dynamic quests that can match a tailored
quest when it comes to a complex plot, politics and intrigues. Dynamic
quests tend to lean towards Kill X, Give Y to Z, etc. and tend to be
very = boring.

The negative side with tailored quests is that they can be
factorized=20 (completed over and over again by the same group of
people). You can add random twists and changes to the quest so that it
does change, but still is more well-thought and compatible with the
overall world = setting.

A collaboration between tailored quests and random quests would work,
but if I had to choose between the two I would go for content over =
logic.

Elia Morling
http://www.tildruin.com


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