I was thinking about a possible location, not seen on the map, where hidden treasures are found. It's a land similar to Runescape's "Wilderness" with a deadly look filled with dead trees, lava pits, bodies and blood, a place that would stimulate fear to those who pass through. Going in there alone is suicide and going with a squad is still a danger.
What would make this location unique:
- Collect all 6 pieces of the map to find the location
- Finding and digging out for rare treasures that could be worn such as unique swords or sellable such as antique vases.
- Fighting large groups of bandits and other enemy organizations that are also trying to dig out the goods.
- Collect unique resources from the mines.
- Spectate, fight or run away from huge wars taken place in those lands in the battle for resources.
- Survive the canibals who estabilished camps on the location
- Loot dead bodies and remains of caravans.
- Set up a camp at your own risk.
- Be lucky to get out alive.
Suggestion for location
Yeah I kinda agree with you here however the idea of huge wars for resources sounds cool I can imagine people raiding your hideout for resources or trying to deconstruct parts and stealing bits from walls...skynet464 wrote:A bit too fantasy for my taste.
Reminds me of when people nick the iron from drains or sadly memorials to melt down and sell on. D:
A thing you're touching on here, that I've actually enjoyed quite a bit in other titles as emergent gameplay fuel... is that map thing. Not neccessarily a physical collectible map as Pirates! and Patrician III do, but along a more subtle vein. (Though that could certainly be a viable route.)
I suspect what you're suggesting is getting away from Chris' idea of emergent gameplay as I understand it, if fancy scripted encounters are the goal. What if it was in fact just a finite resource node spawned somewhere into the world? All of the rest should just happen as a random occurance of the engine, actually, this too.
Now by finite resource node I don't merely mean a rock outcropping that yields ore IV. The possible resource nodes are nearly endless. From deconstructing a structure (which could be a piece of machinery, or anything really), to defeating a rare mobile that yields a resource, to just about anything on your list. The thing here would be to break down the encounter and find a couple small scale variables to script in and let emergent gameplay handle the rest.
In short, as the map clue is concerned, when a rare resource is generated in the world, perhaps a rumor mill could simply offer a cue that it has come into existance.
In any event, if this is captured in gameplay, on the physical map (i.e. not an 'instance' zone), I don't think concerns about the destruction of exploration elements will have a leg to stand on at that point. I'm taken back to that MMO feeling of just wandering until you hit an active node; except with ever-changing nodes, including some that you might not want anything to do with...
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I suspect what you're suggesting is getting away from Chris' idea of emergent gameplay as I understand it, if fancy scripted encounters are the goal. What if it was in fact just a finite resource node spawned somewhere into the world? All of the rest should just happen as a random occurance of the engine, actually, this too.
Now by finite resource node I don't merely mean a rock outcropping that yields ore IV. The possible resource nodes are nearly endless. From deconstructing a structure (which could be a piece of machinery, or anything really), to defeating a rare mobile that yields a resource, to just about anything on your list. The thing here would be to break down the encounter and find a couple small scale variables to script in and let emergent gameplay handle the rest.
In short, as the map clue is concerned, when a rare resource is generated in the world, perhaps a rumor mill could simply offer a cue that it has come into existance.
In any event, if this is captured in gameplay, on the physical map (i.e. not an 'instance' zone), I don't think concerns about the destruction of exploration elements will have a leg to stand on at that point. I'm taken back to that MMO feeling of just wandering until you hit an active node; except with ever-changing nodes, including some that you might not want anything to do with...
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