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To add another layer, you could even set parameters for the abilities and class of lieutenant/boss level mobs to ensure that, even if the undead invade twice in the same area, the army and it's leaders consist of substantially different compositions and abilities.That would, however, require exponentially more resources in creating content throughout the game world.
Logic, my dear, merely enables one to be wrong with great authority.
I question whether dynamic content is actually more expensive to make. I agree that it is harder to design, but actual implementation shouldn't be much harder than standard quests. It just depends how much of the world you want to make dynamic. My preference would be to keep only the core storyline static (like epic books in LotRO, or class stories in SW:TOR) and make everything else dynamic. So, lets take mob spawning as an example. A large proportion of quests we get involve killing stuff - be it 10 rats, a whole camp of enemies, or a mini-boss somewhere - so the world needs to spawn the creatures we kill. Artists, animators, devs and whoever else already have to put in the work to create these mobs, assign them skills and behaviour, create huts / tents / camps etc for them to live in. So, static or dynamic, the bulk of the heavy lifting has already been done. In a static system, you just assign zones and say what can spawn in those zones. You can use the same principles for a dynamic system. You can still have zones for spawning, it is simply that what spawns changes depending on in game actions. What spawns, as a result of player actions, can also be pretty simple. Lets say at launch there is a goblin camp near a village. At that point, spawning is the same whether static or dynamic. There just needs to be a trigger event that changes what spawns. Maybe that trigger is a single kill of the boss. Perhaps it is a counter - 100 kills of the boss, or 100 completions of a quest. Once that trigger has happened, the game simply changes what spawns within that zone. So, the hard work in such a system is:Quest generation - the quests on offer need to match the environment, preferably dynamically generated rather than coming from a pre-built list. But, you could be lazy: if goblins then offer these 5 quests, if wolves offer these 5 quests etc. Landscape alteration - if goblins were living nearby, I'd expect a goblin encampment with shit walls and tents. If these were replaced by wolves, I'd expect no walls or tents, but perhaps a wolf den. Your system would need to be able to change the environment to suit it's inhabitants. Again, you could be lazy and pre-define all the options, but I'd prefer something dynamic so one month, the camp might be in one place, the next it is somewhere slightly different. The changeover - when the trigger is met, how do you handle the changeover? Do you despawn all goblins and instantly spawn wolves? Do you make the goblins walk to the nearest cave and disappear? Do the wolves walk down as a pack from nearby mountains? Do new goblin tribes migrate in, and if so can we ambush them?I think these are all fairly easy challenges to overcome. For example, if you have your spawning algorithm sorted nicely, then in the future you can easily add a new race to an area by just creating a new potential outcome (e.g. uruk hai), adding the mobs and the buildings to that outcome, then defining the triggers. From that point on, the right set of outcomes would result in the uruk hai invading an area, building their own unique buildings and spawning automatic quests for new visitors. I'm probably not doing a good job of explaining myself, but I firmly believe that with a talented game designer and a great lead developer, you could implement dynamic content for roughly the same price as existing static content. You'd have more upfront costs in terms of design and dev, but less ongoing costs as you only need to design a single system (mob spawning + triggers + quests) which can then be used to populate every single zone with mobs and quests.