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BurlyKnave t1_jef147s wrote

Not an AI generated game, but maybe an AI guided game. MMOs seem too limited to me. I mean the ones I played, sure there is a story, but it's telling the same story to every single player. Every single player gets the same exact quest. It doesn't make sense, even from a storytelling point of view.

I mean, BobHardcheese, ZhaoMadguns, PolinaFireMaiden, and XxXxXYourMamaTastesLikeChickenXxXxX all walk up to the same quest giver, who ask them to fetch her 5 mountain goblin kidneys or whatever. Eventually that she'd have tens of thousands of goblin kidneys, right? And we're expect to completely ignore that, because game logic.

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BrilliantDouble4469 OP t1_jef23yu wrote

haha yeah. i have never played any MMORPGs honestly (like a world of warcraft) - I always imagined they'd actually limit this and say only one player can win the "golden goblin kidney" and everyone else gets a "silver" one? but you mean anyone who completes the event does? why is that - feels like quite a simple thing to solve and makes it even more competitive no? i would be more interested in an event if they said only the top 1% would win some legendary item than everyone wins it. scarcity drives perception of value and all that.

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BurlyKnave t1_jef6s7a wrote

No, it isn't like that. There are simple quest givers who hand out dumb quests. Fetch quests, go-n-kill quests, etc. These are there just to give you moderate equipment and level your character.

To get the high-end gear, you gather a party and go on a raid against a boss. Then there is a random drop of premium or epic quality and a bunch of other loot.

If you are raiding with a bunch of friends, you work out ahead of time who gets the top drop.

If you are raiding with strangers, usually someone is an asshole, grabs the premium drop, and quits the party, even if he barely helped in the fight.

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BurlyKnave t1_jef4uul wrote

I imagine a real-time game with a beginning safe area to learn the game before the players go out into a huge uncontrolled area. Players tame an area, mark it as their own, and travel back to the starting area to claim it. Return and level it up into settlements. Players attempt to attract NPCs and other players to their settlement. The leader chooses other players, or AI controlled NPCs as a council to help manage area. Owning a settlement, or being part of the council generates constant income. Of course you need that income to manage the settlement also.

Players might join existing settlements to grow their levels before trying to claim their own area.

As a settlement grow, mobs in the area become more hostile. The leader can't deal with this themselves, so they make quests for other players to complete for extra exp, gifts or boons from the leader.

All the while, there is invisible story-telling sprites all over the map. If these sprites witness a player do something, it gets written down. The logs are reviewed (by a human or AI) and the story is written.

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