Non-linear quest with nested sub-quest
This is a translation of the old post
This is a translation of my post from 2013 about quest generation for the now-stopped game The Tale. I think it is still relevant, interesting, and could inspire other developers.
Please remember that the original post was written in 2013. I updated part of the post, but some statements and ideas may be outdated, and the flow of thoughts is not as clear as it would be if I had written this post now.
Despite the fact that the conception of automatic quest generation in RPGs is quite old, there are almost no publicly available working versions of such generators (rather none at all) if we do not count primitive ones. There are also not many posts on this topic, although some can be googled. So, I hope this text and the quests generator will be helpful.
You can find examples of generated quests in the repository.
Last month, the Consumer Protection Cooperation Network, in coordination with the European Commission, released interesting guidelines on the implementation of in-game currencies.
The document does not have the status of a law; it is a recommendation for interpreting existing EU consumer protection laws regarding computer games. As I understand it, each country decides separately whether to follow these recommendations or not.
I have mixed feelings towards such regulations.
On one hand, the nonsense that goes on in free-to-play games (especially mobile ones) should have been stopped a long time ago. From my ethical position, I fully support attempts to bring order there.
On the other hand, regulations always complicate life for small and medium businesses and have little effect on large companies. The larger the company, the easier it is for it to ignore regulations.
In the following text, I'll list the main theses of the document, speculate on how these recommendations should be implemented according to the authors' intent, and how they will most likely be implemented in reality.
Also, the document is small — only 8 pages — and nicely formatted, so you can read it yourself.
Disclaimer
I'm not a lawyer and have nothing to do with free-to-play for about 5 years, so don't take my thoughts as recommendations.
Think of this text as an interesting exercise, a free flight of thought.
(c) ChatGPT 'Dungeon master designing a dungeon'
A lot of people come to the post about dungeon generation when looking for a lesson on designing a dungeon, not programming it. For a DnD session, for example.
To ensure no one feels left out, here are some recommendations on the topic. The recommendations are suitable not only for dungeons but also for developing any location.
I also recommend reading my other essays on game design:
The last essay is more about designing computer games, but it contains some important thoughts I will use in the future.
Stargate (c) ChatGPT
In January, there was a lot of talk about the Stargate Project — the U.S. initiative to develop AI with a budget of $0.5 trillion. In terms of investment, it is comparable to the Manhattan Project (creating the atomic bomb) and the Apollo Program (the first humans on the Moon).
Stargate is an interesting and undoubtedly important project for humanity, and it will most likely lead to significant results. But let's not be overly optimistic about it.
Historical examples show that projects of this scale impact ordinary people's lives indirectly and only after decades.
The Manhattan Project created the atomic bomb, but Mechs with atomic reactors did not start guarding borders, and atomic battery-powered cars did not appear on the roads.
Apollo sent people to the Moon, but space hotels did not open, and even visiting the Moon turned out to be a temporary activity.
So, why are these projects important?
Blog statistics for 2024. Accurate statistics start around March, as the blog used the old analytics service from January to mid-February.
Let me share what I was up to in 2024, how my plans for the outgoing year [ru] turned out, and what I plan for the year ahead.