November 18, 2017
Archives  News  Quest Design In Soldak's Upcoming Dungeon Crawler  


Thursday, August 27, 2009
 

Click to enlarge
Quest Design In Soldak's Upcoming Dungeon Crawler
6:00 AM | Cord Kruse | Comment on this story

A new blog post from Soldak Entertainment's Steven Peeler reveals some information about the questing system in the company's upcoming new "real time dungeon crawl" game. The post offers examples of the ways the players' actions have a tangible impact on the outcome of missions.

Pretty much all rpgs have quests, so how is our quest system in our upcoming dungeon crawl different? Well frankly in most rpgs (there are exceptions of course) quests exist in a vacuum. They will sit there forever, nothing can change them and they change nothing either. Your choices don't really matter. There are no consequences to your actions. You can't really fail. Text like "hurry", "emergency", and "or else" are just flavor text and don't mean anything. And every time through a typical rpg the quests are exactly the same as the last play through.

None of this is true for our upcoming game (Depths of Peril is similar in many ways). I'm going to show this with a bunch of examples of the typical rpg and our game. These examples will overlap a bit.

Failing:
Emma was picking wild mushrooms down in an area in the dungeon that was thought to be safe, but was captured by Scree. Please go rescue her. In a typical rpg, there is no way to fail. She will patiently wait for her rescue forever if need be and she can't be killed. In our game, Emma can definitely die and will without your help. Can you save her before she is gruesomely murdered?

Hurry or else:
Storm is planning to attack the town. Hurry and kill him before the attack is launched. In a typical rpg, there is no point of hurrying, the town is going to be attacked or it's not. It just depends on how the quest was created and has nothing to do with your actions. "Hurry" is just there to make the quest feel intense. In our game, hurry really does mean hurry. In this case, if you are too slow the town will be attacked just as you were warned. If you are quick, like the quest suggests though, you really will prevent the attack.
Click over to the link below to read the rest of the post.

Stephen Peeler's Blog: Our Quest System Is Unique
Soldak Entertainment
Depths of Peril
Kivi's Underworld
Buy Depths of Peril


Other Mac Games News for Thursday, August 27, 2009

Changes For Everyone In World Of Warcraft's Cataclysm6:00 AM
Eschalon Book II: Two New Screenshots6:00 AM
Greg Canessa Talks Battle.net 2.06:00 AM
• Quest Design In Soldak's Upcoming Dungeon Crawler6:00 AM
 
View all of the Mac games news for Thursday, August 27, 2009 on one page

Mac Games News for Wednesday, August 26, 2009

IMG Reviews Braid6:17 AM
City Of Heroes Reviewed6:00 AM
Mad Skills Motocross Released6:00 AM
New Missions For EVE Online Detailed6:00 AM
World Of Warcraft: Cataclysm Previewed6:00 AM
 
View all of the Mac games news for Wednesday, August 26, 2009 on one page


Recent Mac Games News

Tuesday, August 25, 2009
Monday, August 24, 2009
Friday, August 21, 2009
Thursday, August 20, 2009
Wednesday, August 19, 2009


Search for other Mac games news stories or browse our Mac Games News Archive.



Archives  News  Quest Design In Soldak's Upcoming Dungeon Crawler