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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Scaling Questing Design Over 103 Nodes? And Beyond?
MrBlueSky
Member
My question is somewhat straight forward and is more on the practical side. I was wondering how the team plans to create questlines for nodes without them feeling too cookie cutter. From the outside, it seems like the brute force method for creating unique story arcs might be an unreasonable amount for the writing team.
On another hand, if questlines are not generated procedurally, the cyclical nature of endgame node progression questing could become very predictable/optimized. How are you planning to avoid large numbers of repeating quests?
On another hand, if questlines are not generated procedurally, the cyclical nature of endgame node progression questing could become very predictable/optimized. How are you planning to avoid large numbers of repeating quests?
0
Comments
In theory, that could mean you would have to actually explore all the 103 nodes to see all the different quests, wandering all over the world in search for new content. That fact that it repeats wouldn't need to bother you. IF it's noticable that the stories repeat.