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Co-Leader, Ghallanda ReRolled
If you want mass amounts of content delivered quickly and cheaply, the best thing to do is to create a user-based dungeon generator. My on-line gaming experience started with text-based MUD's and the ones that really took off where the ones that let the players build dungeons. Also, I used to play Unreal Tournament online, which also came with a user-arena generator, which was immensely popular. Actually some of the best arenas in that game were the user created ones.
You've got a vast resource pool of people who are dedicated to the game and who I know would build dungeons for free. A lot of the people who play here have been DM's in p&p games for years and years. So creating quests would be fun for them.
Aye give the community tools and have the quests go to the preivew server where they would be user rated. A quest would need a certain rating before it could be reviewed by the live team to go into the game (this would mostly prevent abuse ie: no step into a quest and instantly get completion or such).
Here’s the short version: UGC would neither be easy nor safe to implement. Here are two of the many reasons why: our tools are vastly and necessarily more complex than a casual user could ever find fun to use, and a certain percentage of the player base will always use such tools to make giant phalluses.
Now I know you are all going to tell me how easy it is to work around these problems, so I will just go ahead and say in advance: it is easier to talk about cooking bacon than it is to actually cook bacon. I should know: my attempts at cooking bacon lead, at least 50% of the time, to the smoke alarm going off.
Most people don't map because its not easy. But the ones who do do it very very well or at least would give you something to work with. I don't know how you would handle the problem of malicous ware but some mapmakers would become trusted over time.
I myself would be happy with a secret rooftop path (or hidden market door) to the old harbor where I could open the old content on solo only and save aida's necklace once more
Most of the games with lots of user created content I played, also had a different model. Buy the game for $50. You own it. NWN for example. Then you could download (at your own risk) user created content and play it to your hearts content. I am not aware of any subscription model that employs user created content like quests or modules? If somehow they end up using a User created model that had some buried virus or trojan in it, who would be liable?
The whole concept sounds great until you really start to look into the details of how you make it happen, and stay in business.
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City of Heroes just released the architect module which allows for user generated content. From what I have seen of it they had to build a tool that used pre defined maps, but allowed the creators to script out the action and place all the npc's, mobs etc. Theyare already having issues with it where people have been using them to power level and get badges(not sure what they do), and they are starting to go in and strip away these badges and xp. So whiel on the whole it is a success, it has created an avenue for exploitation which has had to be dealt with.
In the case of NWN, the tools were built from the beginning to be more user friendly than traditional dev tools, which was part of the overall game design philosphy for NWN. This was not done for DDO, so the effort would be large and costly to redesign the tools to be in a form that it could be useable to the general public
Fallen former minion of the Gelatinous Cube
Proud Member of Ascent
How about getting together with Tolero and either coming up with a contest or a special sub-forum for user submitted quests?
It really wouldnt have to be hugely complicated,a graph paper template(like the good ol' days)and a way of adding little mapnotes and a brief description.The winner would be able to embellish his ideas directly to the dev's.
This way I can submit my adventure in the forest of giant breasts and leave the artwork to the professionals....
Naash Bel Gur Pokee Smaki Quincie
We're not just ok....We're AOK!
Officer of Aces over Kings
As I said above, the BEST way to allow people to add content , would simply be for people to populate already constructed dungeons (different version of old instances) . i.e. you DO NOT allow them to create the area itself, just put stuff down
Stuff you can put down.
Base Chests are defined by the level of the mission, locked chests are +1 loot, boss chests are +2 loot.Code:1) Creatures (x,y,z,angle) > Define starting behaviour (asleep, hiding, talking to another, patrolling from loc X to Loc Y) > Define affiliation of monster for factional behaviour. 2) Chests (x,y,z,angle) >Locked or not, and what open lock skill is needed if locked 3) Boss creature with appearing chest attached. (x,y,z,angle x2) > Define the bosses feats/spells. 4) Put a quest item on the ground or monster (x,y,z) 5) Turn on/off traps and set spot/search and disarm on the linked trap box. (pre-set trap locations) 6) Put down a Breakable. (x,y,z) > Define breakable's hitpoints 7) Define quest parameters > Get to location X (x,y,z, radius) > Kill Boss Y > Kill Q creatures of type R > Get L quest items of type K Quest parameters can turn on other ones when they are completed, they can give E experience for completion. Quest parameters can be MUST do or optional.
Thats probably a SERIOUS simplification, but thats the sort of thing that would satisfy some, they'd need to be tested so somebody doesn't simply make an empty module full of locked chests, or boss chests with easy bosses.
For me, that would be the easiest way to do it, theres no phalluses being designed there because players cant define the adventure space.. only what's inside it.
Last edited by rustbucky; 05-29-2009 at 08:44 AM.
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