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1

Wednesday, December 14th 2016, 10:11pm

Quests do you need them?

Over and over as a player you jump into a new game with hope and thrilled with the idea of the teaser trailer. Some concept from lore books movies or what ever got you to click that download button or if your old enough that pack of four disks for your starving F drive. Then at the start you go fetch come back go kill come back. The errand boy/girl of the NPCs. Mighty hero gofer. What if the spawn in to a map was a center map town. NPCs there chatting about real time spawn in of boss mobs with possible rewards. Interactions with said NPC and dialog could give more detail as you interact to chat them up. Some reluctance in dialog reduced buy reputation coin or favor quests. Outside the town a zone patrolled buy guards bandits of low level rare. Further in the wild the challenges become harder as you explore in rings more distant. Time ticking as you remember the friendly NPCs warning that Bossman Jack may not stick around camp for more than a few hours. That option to pay for the NPCs silence as you watch another party pass you on the road. Finding the camp you may find Bossman Jack or signs of a battle. Little clues that may take you further along or back to town to fish up a new big score. Working the community you favor building NPC and real friends as you win some lose some reach for many small scores or target only the big ones. The further from a town you go the harder the challenges and the more risk that what you seek has moved on or gone to pass. This can be done with NPCs trail marker in set dialog and a reputation system to give a more open world style of play. Where the full map and crafted landscape can give you that lone ranger mighty hero and personal story. Even to a point where highest reputation players may be talked about to others as possible guides promoting team play and that feel of being part of the world.