maouw wrote: » Randomly have NPC's at city gates asking you to escort them to certain towns
daveywavey wrote: » maouw wrote: » Randomly have NPC's at city gates asking you to escort them to certain towns As long as they're not so slow that it makes you want to murder them.
maouw wrote: » daveywavey wrote: » maouw wrote: » Randomly have NPC's at city gates asking you to escort them to certain towns As long as they're not so slow that it makes you want to murder them. 3 minutes into the journey: "Oh nooooo... one of the wheels broke. Could you please defend us from 5 waves of attacking wolves while we repair it?" [accept] [back]
maouw wrote: » I wouldn't personally use this. I'd be more likely to listen to a podcast (or if I'm honest: have youtube open in another window hahaha) I like events and interruptions along the journey: Poor weather conditions causing trees to fall over and block roads that can be chopped up for lumber and cleared away Random Bandit Ambushes - but I guess this would mostly be done by players Travelling merchants who are always on the move and sell exclusive wares A hit-and-run quest happens before your eyes Get hailed down by an NPC asking to hitch a ride. (If players could hitch a ride - amazing) Randomly have NPC's at city gates asking you to escort them to certain towns This comes at the expense of reducing the 'boredom' of travel, but in my eyes that's a good thing (in moderation). That's not quite what you're talking about though, is it? Legend of Zelda: BotW did a good job on the exploration side of things. Genshin impact took note and expanded it further - they did a fantastic job of putting something at points of interest - be it a chest, a sigil, etc. This means that as you travel across the world, you take slight detours to reach the top of the hill beside you, or go through that tunnel going off to the side, etc.
Cathartidae wrote: » How do you imagine you'd interact with scientific nodes (the passive repositories of information)? What has been your experience with long stretches of fun monotony (a long grind, traveling across the map because you forgot a turn in, going to pick something up from a neighboring auction house, etc)?
maouw wrote: » @Cathartidae - yeah, I can only speak for myself - but I have a hunch that lore seekers are in the minority. That would change if there's a way we can make exploration of lore a participatory experience (rather than spectator) be it through re-living the past, or having significant influence on the politics of the day, or dropping hints for quests that have run out of leads. Too ideal? Regarding travel: I know what you mean about the spaces inbetween - it really is part of the pacing that keeps the game fresh for longer and avoiding burnout. However, I'm not sure this is still sustainable on its own because the average gamer is numb to the sense of wonder in traversing videogame worlds and they actively seek instant gratification - rather than bearing with the mundane. I really like your followup question - will get to it in a moment. The enthusiasm for lore I think is grounded in the expectation that good lore provides cohesion to the design for a more believable and thus immersive experience. BUT I think the disconnect happens when lore is implemented by exposition (ye olde "show don't tell" - but for videogames it's "do it don't show it"). So this goes back to how to implement lore - a record in a library is still stuck in boring exposition. I wonder how important lore is in AoC given that it's aiming for a sandbox experience. Adhering to a strong storyline will naturally lead to theme-park design. So your questions about lore tools are really important for the sandbox genre - since players will be the agents of lore, what tools can you create to make this as effective as possible? Ah. Actually now it makes a lot of sense to have scientific node libraries - as a basic tool for lore. I want to ponder this more though. Cathartidae wrote: » How do you imagine you'd interact with scientific nodes (the passive repositories of information)? What has been your experience with long stretches of fun monotony (a long grind, traveling across the map because you forgot a turn in, going to pick something up from a neighboring auction house, etc)? I love this question and was asking myself the same thing recently. I played on a private server where doing raids awarded special tokens and 30 minute experience boosts. The tokens were great for getting stuff to enhance gear, but the exp boost made me WANT to go out and grind because I had earned an opportunity for advantage to do so. Furthermore, my raid partners also had boosts, so it made sense to go grind together - and community is a huge boost to any activity. So we'd do a bunch of raiding, collect ~2 hours of exp boosts and then grind together for 2 hours straight. It made raiding more fun AND turned grinding from a chore into an opportunity. I think you could implement something similar for travel: accepting a delivery quest gives a 20% boost to mount travel speed for 15 minutes. tl;dr Turn chores into opportunities.
On the journey, your companions will tell you a story - either an ancient greek myth or norse tale depending on the game.
maouw wrote: » Right, yeah great point! I didn't make the distinction between backwards and emergent lore. On the journey, your companions will tell you a story - either an ancient greek myth or norse tale depending on the game. I actually enjoyed this in God of War 4 - especially because the lore drops might hint at something you could do. Sometimes I'd pause before landing to finish listening to the drop hahaha. It would be awesome if your archaeology idea could unearth ancient artifacts to store in the city's reliquary! And the citizens could benefit from it!