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The concept is simple... To retain mystery in an MMORPG and create a system that is more open ended and dynamic (anything is better than kill 10 rat linear quests). To prevent websites and search engines to spoil the systems, imo adding a touch of life to games. (i reckon it would stop quest botting as well)
I have concepted the following system to random generate quests in MMORPG's. It was just a thought that popped into my head only a couple hours ago. Not even sure why, but I'll make it a concept for others to analyze and or put to use. Has nothing to do with my project, not that I won't perhaps use it in some way
Design Goal: A dynamic quest system to add mystiq and adventure to gamers. Totally random quests, where you may never know what the tasks may be, what the rewards may be, or where they might take place...
1. Initial NPC quest giver
2. NPC creates random quest name.
3. NPC quest giver generates a random goal from database of tasks.
4. NPC randomly generates a list of NPC names from a database that may pertain to this quest.
5. Player accepts quest and must seek out and do random tasks that NPC's assign that correalate to NPC's named.
Simple enough concept.
With using random quest name's, it can't be searched or researched. With random NPC's, you never know where you are to go, or what exactly will be done when you get there... have very good rewards for effort, so that in the players mind, it creates that random jackpot mindset that makes for fun as opposed to these boring quests where you know you are going to get 1.2s.
To make it even more dynamic, you can spawn NPC's via a coded system that is based off a engine trigger. This will really alleviate long term tasks and spawn points from being tracked and shared.
Obviously not used for entire games content (I wouldnt think) but just for extra flavor....