For our brave and daring beta testers who are playing through the prototype betas (Beta 1 and the forthcoming Beta 2) it’s probably hard to imagine Elemental having role playing aspects. But the quest system is a big deal in the game.
You ever play D&D? Or maybe (as I did) Fantasy Hero? You are exploring a world, going into dungeons, and generally wreaking havoc in some poor guy’s kingdom.
Well, in Elemental, you’re that poor guy – the king of that kingdom. There will be parties of adventurers running around the world. Maybe next time you and your buddies get together and accidentally set free a Balor and run away from it that you’ll feel a pang of sorrow for the poor king who has to clean up after the mess you make.
This is what Beta testers see
This is what the same thing looks like in the actual game.
In this thread, we want to discuss specifics. What types of quests would you like to see in the game? Programmatically, we’re leaning towards using Python to create quest templates with XML to create derivative quests.
For example, the old “fetch me the gauntlet of Mordon and I will give you the ring of radiance” quest would have its details done in XML but the actual mechancis of the quest would be done in Python. That way, modders and such can create additional quests later on and share with people. Non-coders can then use a built in editor to create quests using the existing templates.
So now…
What specifically would you like to see?
I.e. list some quests you would like to see in the game. Be as specific as possible and we’ll try to get them in.
Quest: Hole in Reality
A set of ruins has a hole to the elemental plane of water. Once the quest becomes active every 20 turns that it is not completed a square around the ruins turns to swamp. Longer it goes the more swamp you end up with.
Did it as a DnD game long ago in my youth. Can't remember if I stole the idea from something I read or it was original.
Quest: Rescuing the Enemy
Basically a quest where you have to rescue an unaligned kingdoms champion. Your choice comes down to Rescue him and get a significant reward but the other kingdom gains the champion. Or Kill him or let him die and which case you take a significant diplomatic penalty with that kingdom. Or if you are really good, rescue him and get him to Defect and take a really really bad diplomatic penalty.
Quest Idea:
1. Escort and finance prospector Sholley's expedition into the mountains. Will have to defend against X number of monsters (should require a fare sized force to overcome) and contribute X amount of money. Reward: Find vein of rare metal. This area can either be turned into a mining camp or X amount of this rare metal is rewarded. Rare metal is used in making special golems or rare items.
2. A certain natural animal has a sweet tooth(this could be a random natural animal each game). After helping an old man and or old woman you are given this information as a reward (ability unlocked). If you have a large enough city or a certain building you can buy a sweet for the animal (think this should be a minimal cost). Reward: After tracking the animal down you use the sweet like a magic item on the battle field. This natural animal is now part of your armed forces (have a cap on number of these animals that can be recruited at one time say 4 or 5).
Haha. Reminds me of an old article I read of an old Dungeon Magazine (I think). The author explained how his players had found some kind of waterskin/bottle that produced unlimited lemonade (I think). The party forgot the waterskin/bottle somewhere in a palace without the cap on and some time later they had to go back because the people of the place where very angry as their lands had become "swampy" due to the lemonade that keep flowing from the waterskin/bottle (and that, obviously, the local people didn't know where it was either).
3. Somewhere is the last couple of pages I read an interesting idea about mercenary quests. I think this could be a brilliant idea. Say you have the option of contacting a mystery agent who is the middle man for anonymous player made quests and also hiring some of the mercenary units in the game. These player made quests would include attacking certain enemy player objectives or obtaining certain materials. The player could specify the objective and the reward. The mystery agent could be perhaps a daemon with his own neutral outpost. Every quest request posted and mercenary hired would have a service charge that would go into the daemon's coffers. As the players use the daemon's services he gets more and more powerful. When he makes enough money and has a big enough army he becomes an intelligent very aggressive threat. Openly expanding using conquest and diplomacy.
appending to 3. When the daemon becomes an open threat a quest could open up for all players to take him down. The player who topples him should get a considerable reward (perhaps a large diplomacy boost in addition to loot, spells, materials, etc).
How has no one mentioned cutting down the mightiest tree in the forest with a herring?
traveling the lands you find a group of witches working on a foul smelling concoction. We require some blood to finish our work! can you assist us sire? Sacrifice a troop to them could gain the chance of a potion or minor bonus weapon, and a morale hit. Go fight the first monster you come across, return with blood and maybe get a book or slightly better weapon or armor piece, or perhaps a small chance at returning just in time to save a youth from being drained into that obscene cauldron. In return for the monster blood they give you the youth, whom could fairly soon become a champion..
Stopping at the inn to share some libations and good cheer with the locals, you spot a hooded figure, sitting off to the side with a lyre laying on his table, he appears to be sleeping. As you approach the table, a dry, throughty voice sounds 'Hack, hack, a drink for a song? You spend a gold on a drink for him.. glug, glug.. 'thank you sire.. upon the winds I heard this song, for your kindness I shall sing it' He sings of a legendary hero who fell in battle ages past his equipment scattering to the winds. the song ends with a few lines about a troll to the NE that was know to wear strange leggings. You go off and slay the troll finding the leggings. They would be fair enough but not great. You mention to the bard that these dont seem great enough to be those lost leggings. he swears they are of the right style and tells of a basalisk that wears a shield for a hat. When you fight and gain the shield you notice the items are gaining a some set bonus. (could be combat or realm or magic based) You return later and hear of a troll that has been seen using a morning star on some farmers. When you discover the trolls lair, you are shocked that it has already been plundered, the only conclusion being you will need to pry it out of your opponents newly dead hands.. (Could be several different item sets out there giving an extra boost of some sort if two or more of them are found, with the boost growing slightly as you gain parts)
Rumor of a sailor/caravan guard that has found a mysterious item passes though your castle. When he is brought before you, you learn of his poor grief stricken family, you decide that 50-100(random) gold should help a fine family in such dire straights. He is overjoyed and gives you the item you are so curious about, said item unlocks some random civil research. --- When he is brought before you, you learn of his poor grief stricken family, you decide he is nothing but a lecherous grifter, the audacity of inventing such a sob story! His tounge must be pulled out of his head! As you take the item off him, his last words are a curse upon you(minor). For some reason the item yields not. Perhaps the witches can be of assistance here. They request some gold for such laborious endeavors. But manage to extract the research and a chance of a new spell, deciphered from the odd glyphs on the item.
I agree that play is enhanced with a variable aspect to the reward of the quests.
4. Here is an idea for an end game quest chain. a. After two or three quests collecting ancient material for a scholar in your main city (should have several quests leading into these quests) he informs you that he has uncovered the possible location of a book that would make the channeler far more powerful than any creature or channeler in the world. This is of course located in an ancient ruin full of traps and rare powerful creatures (epic battle). b. After you retrieve this book the scholar informs you that several rare items must be collected to make a suit of armor (gauntlet, table, throne whatever strikes your fancy). At this point several new quest sites pop up on the map for each of the rare items that only the player can see. While the player is trying to obtain these items two groups of NPCs. One group believes no one should have this armor. Another is trying to take it for themselves at all costs possibly the mystery agent from quest idea 3. These groups will continually try to kill the player or talk him out of going down this road. After the player collects one or two of these items a warning is sent out to all the other players (by the NPCs of course but does not show where the quest sites are located). c. After collecting all of the items the armor has to be built for X number of rounds. From the first warning all other players are continually updated on the progress of this quest. After these rounds the suit is built but it is not fully charged yet. So for X number of rounds the now super powerful channeler must hold off an onslaught of the huge NPC let mercenary army and any player that does not want to lose the game. Victory: after holding off your adversaries you are now far to powerful for anyone to defeat you. The world is yours to do with as you see fit!
Ideas:
For a start I think that some quests will need pre-requisites. This would mean that you could base some quest on attributes or trading skills. For example, your son (include dynasty action in the quests even... who has children? If you have children you know what real world quests are), asks you about trading. Your quest, trade a certain amount with a specific other sovereign.... this would encourage trading and getting interested in your dynasty.
If you have a certain dexterity - there are games held in the town of Zimmerman, the local populace has heard of your incredible agility, and have begged for a demonstration. So then you undertake a series of random tests that check you up against you dexterity.... may just be some little series of questions and events on a smaller window... This would encourage interest in your abilities rather than just go kill this guy.
Certainly quests regarding collection of certain items might be useful. Even a set of standard variable quests to get a certain spell may be useful. For example there may be 3 or 4 different quests (randomyl chosen) so that the sovereign can gain the "walk on water" spell or some such spell that may be quite powerful.
Just my 2 cents worth.
What about a love element in the story line of the adventure. Where's the women? The adventure should evolve with real human emotions. The worlds are made up male and female. Any thoughts?
In the face of the warrior, were shadows of his life.
An aura of Honor and intensity of conviction could be seen in his walk.
But he could not hide his feelings of profound sadness.
Being alone was not new to him.
No one ever cared, so why should he.
The kind and gentle heart of the warrior, was guarded intently.
No one knows of the maiden who holds his heart.
No one knows how wonderful the gentle stroke of her hand on his ear lobe felt to him.
Nor the gentle caress, of her hand on the side of his face.
The warrior can still feel the warmth of her tears as they ran down her face and touched his, as he said goodbye.
Her heart was broken and his cried for her.
The warrior went on, always keeping her memory within.
Always hoping one day to feel that gentle caress of her hand on his face, and her arms reaching around him in a warm and heartfelt embrace.
I hope, I hope, I hope, prays the maiden, for she remembers the gentle caress and pats on her back, when he held her and she cried.
In his dreams, he can feel his warm tears mingle with hers.
His heart races and he is full of joy. He hopes, he hopes, he hopes.
In his dreams, he knows.
With all his heart, with all her heart.
A gentle quietness encompasses their being.
The warrior and the maiden woke up and it was not a dream after all.
And the adventure begins. Anyone want to add to this?
Emotions? This is the Imperium!
live for the emperor, breed for the emperor, die for the emperor ... thoughts of "sophistication" and "romance" are the seeds required for CHAOS!!!
Then a giant spider ate them both. The end.
I am new to gaming so please pardon my stupidy. Sometimes someone from afar who is not familar with the subject maybe has valid imput not considered.
I have been reading peoples replays about what detail in the content of the game they would like to see as the game develops.
The #1 thing I have noticed is that the comments posted seem to be all directed toward the male mind set. No offence ment.
If the game is supose to be successful in the market place it should hook the interest of both genders.
Everything I am reading is male directed. Have you ever looked or read any of thoes trashy romance novels women like to read?
There is something missing in the development of your game. I am not talking about making the game a romance novel. I am talking about story line with options that other games don't have.
I am not familar with the lingo but all I am reading male domanice, kill them , conqure them, get money. ect. Please pardon my spelling, I am not a good speller.
Where is the generations of families, loyalities, who married whom, to get to the status that they are? Where is the story for women?
When you leave out part of your market audiance you lose money.
Why can't one of the options have a story line and adventures for women?
You can take your character and do what ever with him or her but have romatic options, of love, death,romance as options of the quest.
I think that generations of people, whom ever the race is much more interesting than rats.
This is not a man's world and there are some really mean women in the world. Why can't you have mean women, in your adventures?
It seems to me that if you have your story lines ironed out then the other options fall into place.
I think alot more needs to be considered with in the game for both genders.
What about puzzles with in the game format? You have to solve the mystery puzzle in order to get the next clue or option.
How about Epic quest like, A mysterious portal has opened up in your kingdom and either a mysterious gas/fog is coming from it that affects the land around it or dangerous creatures are coming out of the gate creating havoc with the peacful country side etc. And you have to send in a party to invistigate. And of coarse there could be all sorts of baddness on the other side (can be really creative on this.) Maybe the heros discover that there is a possable invasion about to happen through the portal that they need to stop. Now if they do fail (and there should be a chance a decent chance failure) then the invasion happens and the player must send troops to defend the land.
If you have ever read the Sci-fi "Into the Looking Glass" then you will know where I'm coming from on this. But instead of Sci-fi you would have the fantasy version of this theme. I did something similar with a AOW:SM map I created once and it turned into a pretty good and challanging map.
Wasn't Into the Looking Glass one of the Alice in Wonderland novels? Or was that Through the Looking Glass?
Into the Looking Glass sounds amazing!
you gotta love da Mree
Hello I would like the quest to leave more choices than to accept or decline.
I would like that the choices are not certain from the start and that some choices have different chances of success depending on your Avatar in the game. For example if you are the evil death mage and have choosen to slaughter the virgins in the last couple of quests you won´t convince the angel in the next quest to hand you over the grail.
Also it would be great if the choices in the quests would be tough ones that bring boons but also grant disadvantages.
I alse agree that less quests with lots of detail and great unique story would add more to the game than umpteen generic ones.
I kind of liked the quests in the King Arthur game that appeared this year.
Algorithmically random quests generated by your actions over the course of the game would be nice as well as the other kind of encounter/choice *you are in the right place(or wrong place) at the right time) that sort of thing. Example I am a druid and happen to go on to a tile that has a circus holding caged animals. A quest can start using randomness depending on what my choices have been during the development of the game and prior quests will determine what kind of quest it will turn out to be if any. I do not care much for replaying quests I have already done I much prefer unpredictable quests that its content and outcome are determined by your actions thus far in the game as well as your choices in the life of the quest which may or may not have game long consequences that may or may not be reversible (fixed).
Heya BBSGrasshopper. Glad to see your comments . Wanted to let you know that for the most part, pc gamers who play Turned Based Strategy games tend to be heavily male dominated for the exact reasons you posted. To make the genre more appealing(or this game in particular) to female gamers or wanna be gamers is a laudable exercise that might or might not take shape. I agree with you about making content/plot directions within a quest framework that appeals to male or female gamers. Basically, gearing several interactive quests towards a female audience would be good for the overall direction/feel of the game. Probably should be at least 3 different female Soverigns to choose from on each side(Fallen and Empire) with different objectives/goals than mainline male characters who will follow the typical explore, expand, exterminate war options.
There could be paths of gameplay that do not reflect a warfare path; but the general object of this game and most of its descendants are a simulation(not real time of course) of battle strategies, logistics, etc. They have a technology tree in game based on Diplomacy(one of several technology trees within the game) that will probably have the ability or option to negotiate friendly treaties and trade between groups in Elemental: War of Magic. So, you could be a peace loving trader or builder within the game. Just because you are attempting to be peaceful in a tbs game doesn't mean you will succeed.
I do think the genre can be improved to include other aspects of gameplay that entice or entertain the female gamer. The main story should be entertaining and fairly detailed to attract a large audience. However, Stardock definitely understands who the general game audience for this type of game is-mostly male with age range of between 14-15 to 50-60 years old. They are also very open to suggestions(that can help create a larger audience for their products) that would enhance the females gaming experience as long as it is complimentary or in addition to keeping their core audience happy.
You should also know that Stardock has at least one full time core developer who is female and champions female gamer perspectives. Her handle here is CarrieElf. If you have other good suggestions or comments regarding Elemental: War of Magic and its intended audience you should probably post it in the General or Ideas section of the forums. There have been a couple posts regarding this topic there.
Well, most males and most females do not like these types of games. I think the main difference is that narcissism typically takes different form than video games among females. That being said, I don't think there is an inherent difference between the genders on how warlike or peaceful each gender is.
Instead, perhaps your question should be of what proportion of people with the proper personality to play and enjoy these games would enjoy more peaceful options?
Another thing to consider is that Peace != Nice or Happy. Peace can be just as deadly and unfair as war, its just a different way to get what you want.
I do agree, however, that an unfortunately large proportion of the multiplayer population do whatever it takes to win, which usually results in stifled games filled with rushes and a limited or stagnant atmosphere. Games with a more fleshed out and full experience generally make for a more favorable gaming experience. For instance, games where you get to build your own idea of what "the best army" is, and getting to explore the world in at least a semi-RPGish atmosphere.
If Me, Tasunke, Larienna, Raven X, Wintersong, and other peoples here in the forums got into a 10 person match I think it'd be a lot less about war and a lot more about playing into a role and enjoying the adventures of the game. Of course there would be the inevitable intrigues and betrayals that would lead to inter-ethnic wars and outright genocide but that is all part of life. It really depends on the type of people you are playing with. I for instance want to do at least a few games as a sniveling vassal to a much larger evil empire, basically like Starscream in Transformers movies (but w/o the annoying kids running around).
It's all about what we choose to be.
This.
It concerns me that there will be a system to have static or pseudo-random quests assigned to the player.
What excites me about a game like Elemental is that it creates a world and allows me to interact with it how I wish. Maybe I'm interested in conquering the kingdom diplomatically or maybe I'm a ruthless warlord. Quests are the game telling me how to spend my time. If I'm lucky, the game tells me to do something I actually want to do. Otherwise, it is simply busywork and padding the game to make it longer.
Quests, if necessary, should arise as a natural consequence of in game circumstances. That local group of adventurers angered a dragon which is now razing a village at the edge of your kingdom, a rival king's is looking to marry off his daughter and has organized a joust to determine the husband, a wizard wants to set up an astronomical observatory and needs a rare crystal for the lens. If you develop static or pseudo-random quests that reside separately from the game engine, how will they be informed by the current state of the game?
Also, please don't make a quest log. I have a to-do list at home a mile long and don't need my games assigning me chores.
I would love to see a quest where a sovereign was attempting to assassinate a bard to prevent him from completing his "grand opus" that would result in a revolution in that sovereign's lands.
After gaining the quest, you have to find the bard and keep him alive until you finally deal with your opponent, which is important as your enemy will continue to send out assassins to kill the bard.
If the bard completes his work and is returned to the enemy's capital safely, the capital revolts, and your enemy killed.
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