Krugar
Banned
Re: No Baal Runs!!!
Yes, it's pretty much impossible. And it really doesn't have to do with technology. I think your desire for a system more rewarding of exploration is clouding you folks vision.
I'll try and explain...
But to reduce the randomness comes at an heavy price. On the developer side, they will have to create those thousands of quests. On the user side this will mean an increase in system resources. At the very least HD space.
Might as well spare everyone the increase in system resources and the failed attempt at diversity. Jim and the brother demons may look nice first times you play. "Wow! This is randomized too!". But after just a few weeks, you will start to realize all other random quests look pretty much the same. "Lame! All this randomness and everything ends up being just the same".
Even throwing in a few different quest purposes, you will always be limited by the fact no one is interested in scripting thousands of different quests. They would script maybe 10 or so, and feed them through a random number generator.
Being the purpose exploration, it would be much simpler, to the point, and easier on system resources and development time, to introduce the concept of non plot related paper chase quests.
Certain areas in the game are not plot-centric. They can (and probably should) be entirely skipped by players until they finished level. These areas are huge multilayered dungeons introducing such new concepts as shifting mazes (on game restart) or timed mazes, for instance. In order for the player to reach the final lair, the player will have to perform several tasks at certain key points that allow him to advance further. Things like getting a horn from Diablo, finding a hydra rune on monster drops, etc etc.
Yes, it's pretty much impossible. And it really doesn't have to do with technology. I think your desire for a system more rewarding of exploration is clouding you folks vision.
I'll try and explain...
You just don't wave a developer's magic wand and "Pop! You get a thousand quests". In order for anything remotely like this to be enjoyable the level of randomness would have to be much reduced. The more randomness, the more every quest will look alike. You trade scripted quests with an involving storyline for quests built from cookie-cutter scripts capable of altering a set amount of details. Before you know it, after a few months playing everyone will be complaining that all quests look the same. You achieved some kind of "diversity" in which everything stays pretty much the same, much like every area in D2 looks pretty much the same no matter how many times you roll the map and the different monsters that spawn in it.You will immediately notice that there are several quests around town, for simplicities sake, let's say that there are 3 in this town. (There should be others in other towns, as well as in the game world.) These quests will be drawn from a pool of thousands of available quests, meaning that the quest that you receive will most likely be different then the one you just played, and the combination of quests you get will most certainly be different then any other combination you've gotten previously.
But to reduce the randomness comes at an heavy price. On the developer side, they will have to create those thousands of quests. On the user side this will mean an increase in system resources. At the very least HD space.
A simple concept that crashes against an immense problem. Who will be writing these quests? Because if the "Jim the Magician" quests means you will have to walk down the dungeon to kill Jim the Magician and the "Harmony and Melody the Musical Demons!" means you will have to walk down the dungeon to kill Harmony and Melody, then you provided nothing in terms of diversity. Just killing the same boss/unique monsters at the end of the dungeon. Pretty much like what you did in D2.So, after already encountering unexpected mobs/events/bosses/chests along the way, the player comes onto his destination, for sake of ease let's just say it is a cave entrance. The last time he was here this cave entrance was where "Jim the Magician" lived. However, in this game world it is housing "Harmony and Melody the Musical Demons!" When you go into the cave, it will be a completely different instance, that has been randomly generated. (So even if you were doing the "Jim the Magician" quest again, the dungeon would still be wildly different then the first time you were through.)
Might as well spare everyone the increase in system resources and the failed attempt at diversity. Jim and the brother demons may look nice first times you play. "Wow! This is randomized too!". But after just a few weeks, you will start to realize all other random quests look pretty much the same. "Lame! All this randomness and everything ends up being just the same".
Even throwing in a few different quest purposes, you will always be limited by the fact no one is interested in scripting thousands of different quests. They would script maybe 10 or so, and feed them through a random number generator.
Being the purpose exploration, it would be much simpler, to the point, and easier on system resources and development time, to introduce the concept of non plot related paper chase quests.
Certain areas in the game are not plot-centric. They can (and probably should) be entirely skipped by players until they finished level. These areas are huge multilayered dungeons introducing such new concepts as shifting mazes (on game restart) or timed mazes, for instance. In order for the player to reach the final lair, the player will have to perform several tasks at certain key points that allow him to advance further. Things like getting a horn from Diablo, finding a hydra rune on monster drops, etc etc.