dirksonguer + z3 + quests 2
Tobold's Blog: Quests in Dungeons & Dragons
february 2012 by DirkSonguer
DM: "The stranger in the tavern tells you of a ruin full of treasures to the north of town. What do you do?"
Players: "We go south!"
One of the developments in modern MMORPGs was the idea that the player should always be on a quest, or several, so he would never be lost for ideas on where to go next. Dungeons & Dragons 4th edition introduced that idea into D&D rules, but most of the official adventures I've seem don't actually use the concept. That is probably because those adventures are very linear already, and if you have a dungeon full of monsters you don't really need a quest to tell players what to do.
gamedesign
roleplaying
gamemaster
quests
z3
Players: "We go south!"
One of the developments in modern MMORPGs was the idea that the player should always be on a quest, or several, so he would never be lost for ideas on where to go next. Dungeons & Dragons 4th edition introduced that idea into D&D rules, but most of the official adventures I've seem don't actually use the concept. That is probably because those adventures are very linear already, and if you have a dungeon full of monsters you don't really need a quest to tell players what to do.
february 2012 by DirkSonguer
Inselhopping – Über dynamisches Questdesign – Pixelzwist
november 2011 by DirkSonguer
Ein Spiel braucht interaktive Momente, um seiner Definition gerecht zu werden. Die Erzeugung eines Spielsystems aber, eines Agierens in mathematischen Möglichkeiten also, ist eine sehr abstrakte Angelegenheit. Um die Einstiegshürden zu senken, die Befremdnis zu verringern und damit massenkompatibler zu werden, muss es sich an bekannte Medien anschmiegen und Gekanntes, Geschätztes und Verstandenes übernehmen. Was liegt da näher, als das Medium Film in das Computerspiel einzubauen. Leider verträgt sich die sekündlich getimte und perspektivisch eingeschränkte Form des Filmes nicht sonderlich gut mit dem auf Freiheit und interaktiver Errechnung scheinbar zufälliger Ereignisse getrimmten Wesen eines Spieles.
gamedesign
quests
mmog
z3
november 2011 by DirkSonguer