28 October 2011

Cooperative Quests

I had an idea for a cooperative quest where players would trade quest components amongst each other, but there is a major flaw with this concept: suppose that the participants are unwilling/unable to cooperate?

Suppose, for example, that the quest is to collect playing cards, and the goal is to redeem a poker hand of five cards.  The catch is that every time that a player draws a card, they will always draw the same card.  When Gremlins draws a card, then he will always draw the Jack of Clubs.  When Moon Kitty draws a card, she will always draw the Queen of Hearts.  When Super Chicken draws a card, he will always draw a Joker.

The easiest way to complete the quest is to collect five cards of the same value, and then cash them in for five-of-a-kind.  Suppose that the quest reward payoff for five-of-a-kind was the experience equivalent to a dispatch, but something like a full house or a flush was worth the experience equivalent to a kill?  Suppose that a straight flush was worth the experience equivalent of a vanquish?

The structure of the quest is one that encourages trading cards with the community, and the reward for the quest increases by having a variety of cards.  Would you want to trade cards with others players to maximize the quest reward payoff?  What happens if a quest participant refuses to trade?

While this is a rather broad (and exaggeratedly extreme) example of the quest, it has me thinking: even though there are greater benefits to cooperation, I should never assume that everyone is willing to cooperate within a cooperative quest.

5 comments:

  1. Yappy your blog is on fire!!! keep it up 8D

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  2. I had fun collecting darkstone shards untill i had two full darkstones. I had to trade for parts both times. fun times

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  3. Is this entry about Malkor? :)

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  4. If Malkor's catapult piece is the only thing preventing that story from being completed I'll be really mad.

    As to cooperative quests, I think the best solution is to always give a way to complete it. In this case, if the story needs 5 items and a person won't give up the 5th piece, have a way for the players to make or find the last piece they need instead of just preventing the story from continuing.

    In the case of poker cards, give a way for people to change the cards they draw with a suitable cost in time or items or coins. It would be no good if players realize that for some reason there were no 2 of hearts being given and too many 10 of clubs. If there was no way to switch this cooperative quest would soon end.

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  5. Agreed on the Malkor issue - if there are unique item(s) involved and the quest cannot be solved any other way, sometimes the quest will go unsolved forever due to snerts/extortion/malice.

    Also, you have to make sure that having a "one per person" collection quest doesn't just encourage alts. I can imagine using a stable of alts to make sure that one can always turn in a straight-flush every time.

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