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Much of the inspiration for this game derives from the game Daggerfall. Although the graphics were only of pedestrian quality, the main coolness of the game was that it was "Quest Driven". I have wished to emulate some of that in this game.
In this context what this means is that there are a number offactionsout there. These vary between Imperial agencies, to various merchant combines, to criminal organisations and trade unions. Some work together, others are opposed to one another. The player has a reputation rating with each faction. (Additionally each planet, system, subsector and sector counts as its own "faction".)
A quest, then, is a task that a player can choose to accept. Maybe in a bar, maybe through the TAS notice board, or maybe just randomly on the starport. During the course of the quest the player may do things, either by success or failure, that change their reputation with various vactions. Some quests may only be available when certain reputation levels are reached.
The aim was also to create an overarching series of meta quests that drive the main plot of the game. They player, of course, is free to ignore them and just concentrate on trading, or bagging animals.
Quests can be written asflat ascii filesand submitted by individual contributers.
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