tag:blogger.com,1999:blog-2208890564265615027.post4281221968165894372..comments2024-03-08T19:47:41.485+11:00Comments on Ascii Dreams: The Quest for Quests - Part Three (The Map)Andrew Doullhttp://www.blogger.com/profile/11099404183952971291noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-2208890564265615027.post-40240040624472165012009-10-30T08:48:32.185+11:002009-10-30T08:48:32.185+11:00This seems to be shaping up to a nice article seri...This seems to be shaping up to a nice article series. I was just starting to try and think about quests, so it suits me well that you're approaching this theme now :) Using the map to structure quests is a clever idea. I've been thinking that a way to try to approach procedurally generated quests in roguelikes would be to focus more on setting than plot. So to speak using large brush strokes to paint the actual story, but randomize details and backdrops from game to game. If the skilled player knows he'll be sent to "kill the dangerous chimera" in one out of three games (or even in every game), it will still be interesting if the chimera is generated with unique stats and in a unique habitat every time (sort of like a random artifact, but hopefully done with some soul). Yes, that entails a lot of work, and some quick wits to come up with a good system. It may not be the best way to "think more in terms of setting", but maybe it's an end of the thread. Joe Hewitt has a nice article about "Tips for Random Story Generation". That I found through the PCG wiki, come to think of it.<br /><br />Anyway, I always found the design series (maps, magic, etc.) to provide me with a lot of inspiration. They, as a whole, would definitely be my entry to your current poll.Aging Minotaurhttps://www.blogger.com/profile/14701033750426053918noreply@blogger.com