Engaging & Impactful Quest & Open World Content Design

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Post by Azherae on 2024-05-12 04:45:22

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As always I'll just bring up...

https://elite-dangerous.fandom.com/wiki/Background_Simulation

I know Dygz isn't saying that the 'limitations' are technical, I'm just informing the unfamiliar that, for the most part, such 'limitations' are not technical.

It might take multiple quests, but there's no reason why you can't have one player/group resolve a situation other than the call-response problem where the game 'informs multiple players of an issue and as soon as the first person solves that issue, the others aren't needed'.

There are ways around that 'feeling too weird' too.

If my faction has a security issue because an NPC brought down a ship and took hostages, and a hostage rescue mission is generated, if I take it and complete it, that little interaction is done.

Post by Sengarden on 2024-05-12 05:53:00

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Post by Azherae on 2024-05-12 15:21:55

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For clarity, the section of this post that makes specific claims about Ashes, comes from your 'insider' knowledge, right?

The reason I ask is pretty simple, if what you describe is the goal of Ashes design as it's been stated to you by a Dev you know, rather than what you desire, then I should 'adapt', but if not, there might be some small benefit to sharing my design experiences on the matter.

I appreciate any 'time you can save me'. Thanks.