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Content of EQ Next Panel
(Storybricks CTO and Lead Designer, SoE Lead Content Designers, T. Michaels)
1. Dynamic world changes based upon both NPC, Mob, and Player actions
2. No traditional quest hubs; you have to find the content (guided by journal "Rohsong", discovered via exploring, etc)
3. Concept core: You are living a Life of Consequence... what you do MATTERS
4. NPCs and Mobs will be a bit different; they have their own drives and motivations, they move around, they react based upon elements of AI for their personal motivations, their racial motivations, their class motivations, and of course, how they perceive you (and how you engage with them).
Inference: You cannot always be sure the reception you will receive; knowing your own situation (i.e., current faction, past choices, etc) are going to figure into how (or if) an NPC or mob is glad to see you, will talk to you, will offer you chances to interact or access their content, etc.
5. The Rohsong journal not only offers you content, but REMEMBERS YOUR CHOICES and DEEDS.
Inference: Game accesses your journal to determine how (or if) it needs to interact with you; welcome you, attack you, offer you content, etc.
6. Storybricks allows the game designers to drop NPCs and mobs with different or opposing drives into the world and allow them to independently operate based solely upon them when encountering other NPCs, mobs, or players.
7. Kithicor confirmed for Next.
8. Exclusive Demo!!
- Simulation of how player choices and NPC/Mob AI engage and operate.
- Dynamic story generation; how player interacts determines what content/quest/opportunies are created and introduced into the world.
- Conflict points, loot/reward locations, monster locations, etc are set during these interactions.
- The drives of each mob or NPC introduced may differ/complement/oppose any other mob or NPC or player.
- The result is a unique encounter that responds to each player according to their specific history, deeds, and choices.
9. T. Michaels mentions Druids in this panel; while watching as scenario unfolds without player intervention, he says, "Is there a Druid in the audience?" (Could have just been a joke, or could have been a slip up.)
- The world is driven by "karma" of the player - everything you do has the potential to, at some point in your game life, make a difference or even significantly change the entire server's game experience.
- If players do not engage an area's content, it continues to evolve and change based upon the AI of the NPCs and mobs in the area. This means that certain areas of the world may be much more dangerous (or less so) depending upon whether or not players have chosen to engage that content.
- It is entirely possible that an area will become so overrun by NPCs and/or mobs that it becomes inaccessible OR requires a coordinated effort by the server's players to effect a change in the area/make it accessible.
- It is entirely possible to create the circumstances for a server-wide conflict/event even though it is not part of the
"overall design plan" of SoE! (On the other hand, it could just trigger an existing/defined "Rallying Call".)
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