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Suggestion: Branching (faction) quests

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11 years ago
Oct 5, 2014, 8:00:32 PM
Pretty simple idea, but I think it would help immersion.



Basically allow 2 or more choices for certain faction (or maybe even side) quests with different rewards and possibly effects on further quests. This would allow to create a feeling of really shaping the future of your faction.



In terms of gameplay, these could grant different rewards and allow player to chose what he feels like doing at the given moment (for instance choice between "capture a city quest" or "set empire plan quest").



Example:



For a hypothetical Rabbit faction experiencing problems cultivating carrots during the dark season would you rather:

  • Try to find lands more suitable for carrot production (get a "colonize a region with X+ food" quest and "Migration: -33% settler cost" tech)
  • Or try to breed a more cold resistant type of carrots (get a "set industry and science empire plan to level X" quest and "Winter hardened carrots: immunity to winter food reduction" tech)





I see this more as a nice to have feature that can come after much more necessary stabilization/balancing/fixing some core mechanics problems and does not require too much technical work (more heavy on the storywriting side). What do you think?
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11 years ago
Oct 5, 2014, 10:45:33 PM
Wow. This is actually a very clever suggestion that will make the end-game scenario a lot more interesting.

Many players were saying (correctly) that the end-game is where most 4X games begin to have problems. This is where the game gets boring for most players...



But if we add multiple choices (which I think are not very hard to apply to the game, perhaps in later upcoming factions? add-ons/expansions?), it will make the story even more awesome and the choices you make more immersive for the player.



This will also solve the problem of some faction quests telling you to do things that are not good for your current situation, or giving rewards that don't help you very much (such as Broken Lords quest that gives you Spices luxry. seriously?). More dynamic choices >> always good smiley: approval
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11 years ago
Oct 6, 2014, 5:57:38 AM
I have suggested this before, and it still would be a great addition.



Choices for rewards from a minor quest? Would make them more interesting.



Branching choices and rewards from a main quest? Would help replayablility and lore (maybe broken lords can give in to their evil side, and you side with the dust leeching hero instead of the chivalrous one).
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11 years ago
Oct 6, 2014, 5:42:28 PM
Well, If we both think its a good idea it raises the chances of it being objectively good smiley: smile. Even if it was suggested I think it deserves another bump.
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11 years ago
Oct 6, 2014, 6:32:27 PM
I proposed that to the quest designer when I visited the amplitude studios way before the early access of EL. But the engine was already so advanced that it would have been hard to let it create branching stories.

It doesn't mean they won't do it, it means they have a lot of work to create them because the engine didn't support it (but maybe now it could ? I looked in the quests files and saw that the BL have an optionnal step in their chapter 7)



In the video of today, the devs said they will add events, like in ES and that may be used to create alternative stories while progressing in the main branch.



If you look closely to the quest files you'll see that you can create a lot of different triggers for quests (I'm searching the "Season" variable to create quests for the winter season), so you "can" create branching stories, it's just that you'll have a lot of work getting them together.
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11 years ago
Oct 6, 2014, 7:47:01 PM
VieuxChat wrote:
I proposed that to the quest designer when I visited the amplitude studios way before the early access of EL. But the engine was already so advanced that it would have been hard to let it create branching stories.

It doesn't mean they won't do it, it means they have a lot of work to create them because the engine didn't support it (but maybe now it could ? I looked in the quests files and saw that the BL have an optionnal step in their chapter 7)



In the video of today, the devs said they will add events, like in ES and that may be used to create alternative stories while progressing in the main branch.



If you look closely to the quest files you'll see that you can create a lot of different triggers for quests (I'm searching the "Season" variable to create quests for the winter season), so you "can" create branching stories, it's just that you'll have a lot of work getting them together.




Good news! Finally, a significant new idea that will bump the game score of EL

Now we just need to make the AI stronger smiley: stickouttongue
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