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How could QuestMania Work?
Posted: 15 Jun 2010, 12:30
by Makikou
Im just wondering how QuestMania will work, any thoughts?
Re: How could QuestMania Work?
Posted: 15 Jun 2010, 12:35
by Zooz
Yeah I've been thinking about it and I'm still not sure how the TM system can be unified with typical RPG things...
RPG is usually story-based, TM is lots of short matches. How will there be continuity? And how do you use a block-based editor to make quests? You can build a dungeon with it, but what then? There should be a goal and a reward... At least some scripting would be needed!
Re: How could QuestMania Work?
Posted: 15 Jun 2010, 12:37
by timae
i think it wont be a completely new RPG genre. (if it will be, i would surely love it haha ^^)
but anyway, i could imagine, that NADEO-team will create a small basic plattform where you can level up and make quests.
and then the community will be "forced" to create the newer levels and plattforms. i think they will include kind of editor, where you can create your own quests and anything like that. but i hope they even dont use elves and basic knights (as they are usually are in free games or even in WoW ^^)
anyhow, i think after about 1year the whole QM-World will be more huge than WoW is atm

Re: How could QuestMania Work?
Posted: 15 Jun 2010, 12:38
by Nym
Thats one thing I absolutly have no clue about. :O
Usually RPG's are story based, so you have to build up a char over time. Simple ten minute gaming will be very difficult.
My all time fav is KoToR, so I hope Nadeo also played the game and will adopt some things
Another interesting topic:
in which scenario will it take place, Mid age, nowaday, future?
Absolutely awesome would be:
Everything tm, sm, qm is unified not only in one gaming network but also in one fictional world. I have no idear how it could look like and how custom maps/tracks/quests could be integrated but it sounds cool

Re: How could QuestMania Work?
Posted: 15 Jun 2010, 12:39
by Ville
Maybe every player is able to edit the already existing landscape

Re: How could QuestMania Work?
Posted: 15 Jun 2010, 12:39
by w1lla
well a script could be:
Code: Select all
$player1->$knife->$stab->$thief->$reward=$xp
Re: How could QuestMania Work?
Posted: 15 Jun 2010, 12:40
by Makikou
Just came up with an idea, everyone could make their own "instances" which act like "tracks" like in TrackMania, even larger story campaigns could be possible with this setup.
Re: How could QuestMania Work?
Posted: 15 Jun 2010, 12:41
by timae
Nym wrote:Everything tm, sm, qm is unified not only in one gaming network but also in one fictional world. I have no idear how it could look like and how custom maps/tracks/quests could be integrated but it sounds cool

haha you mean a mixture of all? haha
you can drive with your valley car on level14 through a world war in shootmania and defeat a level 70 island car?
wouldnt that be awesome and also funny?
Re: How could QuestMania Work?
Posted: 15 Jun 2010, 12:51
by Hylis
okay, QuestMania is a completely new thing, so timae will surely love it, ahah
we will take a little more time before the communication around it, but I can tell it will take place in different ages: each one is a different environment, equivalent to the different environments in TM.
Re: How could QuestMania Work?
Posted: 15 Jun 2010, 12:52
by Zooz
Makikou wrote:Just came up with an idea, everyone could make their own "instances" which act like "tracks" like in TrackMania, even larger story campaigns could be possible with this setup.
Then it won't be easy and simple to make a fun playable "map" like in TrackMania though!
But it still sounds pretty plausible. I'm still wondering about the storyline aspect though
edit: Ages for environments is a nice idea, good RPG games have been made in all kinds of ages and settings
