A “quest” is a stand-in for AI imperative communication.

Speculative history of quests. Started with individual goals. Then transitioned to chains (multiple sequential goals), then to laundry lists (paralell goals) (Many small quests can be rolled into one big one). Very few are reactive to player performance and world state. Completing a quest often resets effective world-state. Rewards are generally in-game money, equipment, relationship points (a different form of currency), and¬†experience (which doesn’t make sense, wouldn’t you gain experience based on how well you performed, and what you did, rather than whether you returned to the quest-giver).

Could be combined with communication (deceit) and bartering. Certainly need to be more reactive.

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