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Okay, sir KaVir... this is once again getting into definitions of what we're arguing about, because we never seem to have the same definitions. You are now arguing against me using my points. There are two kinds of quests you can create.
One, automatically generated quests, which are like the stock ROM quests. There is a fabled book, a crown, and a staff as quest objects. When the player requests a quest, one of two kinds of quests is chosen: Retrieve one of those quest objects which is thrown randomly into the world, or kill a mob which is randomly chosen from anywhere in the world. Either way, some stock message is sent to the player saying "The item was stolen" or "The mob broke the law". This message is randomly selected, however in the stock version there are only about 1-2 for each situation.
Two, hand-built quests, which are like Materia Magica's quest system, and like mine (though noone but me would know that since my MUD isn't open.) A builder at one point or another builds a quest, which is then assigned some number, and placed into some database or file somewhere. When a player requests a quest, the database or file is searched and a random quest is chosen. The specifications the builder supplied for the quest are given to the player exactly as supplied, exactly the same way, every time.
Now each of those two can obviously be expanded upon... An automated system can, of course, create a ton of messages to be sent regarding what happened to the item, or what the mob did... the mob's alignment can be checked against certain specifications... multiple tasks can be added instead of just one... whatever. Likewise, the hand-built quests can contain multiple tasks, can have level ranges and other requirements, can only be done a certain number of times, etc. But the distinguishing factor, nomatter how everything is done, is that an automated quest system randomly pairs one thing with another. Description with task, mob with item, whatever... it's all randomly paired. Perhaps there's even certain criteria performed before everythig is paired... perhaps even a selection process... but it doesn't matter, it's still essentially random. A hand-built quest will never be random, and in fact the overall quest, in and of itself, is going to be generally the same every time. There may be slight discrepencies if the questing system is designed that way... (i.e. perhaps a builder can assign a chance that one mob will be the target, and a chance another mob will be instead)... but the end result is that the quest is selected from some DB somewhere, and the specifications are followed specific to that quest.
As a result, it makes absolutely no difference whether the quests are hard-coded into the game or created with an OLC, an off-line builder, whatever... If the MUD creates it by patching things together, it is automated. If a builder creates specifications for that quest, and then that quest is selected... it is hand-built. I'm not going to repeat myself too much for from my other posts again... however if you randomly patch things together, the result is one of two things: 1) You have carefully selected which things will be patched together, so there is a limited number of choices, and each one will fit reasonably with all the others. This drastically limits the number of kinds of quests you can have, however, and as a result quests are repeated over and over again. "Vile pilferers have stolen the royal crown from the treasury. You must find it and bring it back! It was last seen ____!" Yes, this is realistic, but what are you sacrificing for it to be realistic? 2) You have created a number of things to be patched together with more regard to getting unique quests than to having realistic ones... This, quite obviously, creates unrealistic quests like a beggar stealing the snot from the inhabitants of the town with the aid of his magical beer bottle and two companions, the priest and the mangy dog. Yes, this is a unique quest... but what are you sacrificing for it to be unique?
Hand-crafted quests, however, will always be unique (given that there's only one of them), and will always be realistic (given that a builder has personally overseen their creation). With specifications like: Enter the name of the quest: Enter the description of the quest: Enter the type of the first task (type help to see different types): Enter the vnum of the mob the first task will be for: Enter the type of the second task or type enter to skip this task: ... Enter the vnum of the object the sixth task will be for: Quest created! ...etc. Builders can thus create a quest in a matter of minutes which will be unique and realistic. With that in mind, they should be able to create so many of them that each quest will hardly ever be repeated. (Especially if players can get rewarded for submitting quests as well).
Anyway, I don't believe there's really any better way for me to explain it, so if you disagree, then you disagree... Keep in mind, as well, I'm all for automatically generating content. 98% of my world is automatically generated, from exits to room names to descriptions. And yes, I am quite happy with how they all turned out... but descriptions of rooms, mobs and players don't in any way require logical reason for an action, nor do they entail completing tasks. These are things that simply cannot be adequately automated.
As for the inital part about the jack-of-all-trades thing, you are assuming that the person who doesn't center his MUD around one feature also has very low requirements for the quality of each feature, and/or puts little time into the development of each feature before moving on. That is not at all what I inteded. Fine, start out developing your MUD out as purely combat-oriented, but that's no reason that when you get combat adequately finished... (or I should say well finished)... you can't implement other features just as well. It doesn't have to be, "If you're on this MUD you MUST kill stuff. You *can* quest, and you *can* explore, but you MUST slaughter." That may be how alot of MUDs are now, but that is in no way an indication of how they can or will be.
Best of Luck, -Jess
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