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Dungeons and Dragons Online Interview at GameBanshee

Discussion in 'Game/SP News & Comments' started by chevalier, Sep 10, 2004.

  1. chevalier

    chevalier Knight of Everfull Chalice ★ SPS Account Holder Veteran

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    GameBanshee have interviewed Turbine's Ken Troop on the progress of Dungeons and Dragons Online works. Here's a snip:

    GB: You've previously said that the game's quests will not be similar to one another with some randomness to make them unique, but instead will be non-linear and more thought out. Can you expand on this and give us a specific example of a quest players might encounter in the game?

    Ken: Overall, our focus for content and quests is to help the player answer the question, “Why is what I’m doing meaningful?” Some of that is taking old standards such as kill or fetch quests and imbuing them with a sense of purpose that colors and shapes your interaction with the story and NPCs.

    Eberron is a fantastic setting for this purpose. It’s very story-rich and has a big “pulp-noir” feel -- with lots of believable motivations for the wide variety of different power and interest groups in the world. And yet it also still has plenty of “high fantasy” elements that tie the setting more into what players expect and want out of their fantasy. As a content designer, Eberron is one of the best gaming settings to tell good stories in that I’ve come across.

    Another part of our process to create fantastic content is expanding the repertoire of what players can do. We’ve spent a lot of time on our quest system so that we can track the state of pretty much every single interactive object in a dungeon, and we can tie that state (or collection of states) into a quest success or quest failure metric. For example, anything from breaking (or preventing them from being broken) barrels to disarming traps to putting out lights can all form the base “goal” of a quest…really, anything out of which a content designer can fashion a good story can serve as that basis.

    Finally, we’ve worked a lot on NPC A.I. for these new styles of quests, ranging from avoiding enemy detection, to having to rescue and escort kidnapped citizens from the dungeon depths to the town above.


    Thoughts, please? It's good they are trying to preserve the good traditions while adding some new approach.

    Read the whole thing at GameBanshee.

    [ September 10, 2004, 18:25: Message edited by: chevalier ]
     
  2. Meatdog Gems: 15/31
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    Hmmm, if only they put as much thought into quests for single player games, that would be even more enjoyable. In an online game you also have other aspects, like the player interaction, but with a single-player crpg, you have only that, the story/quests/npc interactions.
     
  3. chevalier

    chevalier Knight of Everfull Chalice ★ SPS Account Holder Veteran

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    I guess they are going for something universal, letting you become a part of a huge word, at least in comparison to standard singleplayer sizes, whether in a group of people or on your own, or somewhere in the middle.

    It would be nice to have something like that, but the truth is even such a doomed addict as I thinks there is a high risk of such kind of world replacing real life completely.
     
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