Game Development Reference
In-Depth Information
n Quest level: The level range of the quest so the player can determine
whether the quest is within their current level range. This is useful as the
player can decide if they want to accept a quest that might be many
levels above their current level. Some MMOs have a limit to the number
of quests that you can accept.
n Quest description: A designer
s description of the quest.
n Quest description display: The quest text that is displayed to the player.
n Quest success criteria: The success/failure criteria of the quest.
n Chained: Is this quest linked to other quests? In most MMOs, this
feature allows you to string together a number of quests that all relate to
the same story/character/area. For example, you could have a single NPC
give you five quests that relate to a particular story.
n XP: How much XP (experience points) will the player get for completing
a quest? The level of the character (compared to the quest level range)
will normally define the amount of XP that the player gets. For example,
if a player is level 50 and the quest level is level 20, the player will be
able to easily complete the quest. The amount of XP the player will get
will be 0 or very small. This will also work the other way; when the
player is a lower level than the quest level, the player will receive bonus
XP. You can make this simpler by having a base amount of XP for
completing a quest and then apply a modifier to work out the final
amount of XP. You may want to specify the minimum amount of XP
for completing a quest regardless of the modifier, for example 100 XP.
You can see an example of the modifier table in Figure 3.8.
n Reward: In addition to receiving XP for completing a quest, the player
may also receive gold (or whatever currency exists in your game) or an
item bonus. It is very common to receive both money and the ability to
select from a group of items as a bonus for completing the quest.
n Completion text: The dialogue of the NPC spoken to the player at the
completion of the quest.
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Now that you have an idea of the headings that you want to track within your
quests, you can start to build a selection of quests, as shown in Figure 3.9.
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