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Designing a quest without dialogue.


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#1
Guest_Bio-Boy 3000_*

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While I understand that dialogue is rather essential to the whole process, I was think in more of a general term. Can you design a quest without haveing a specific dialogue path made out in advanced? Any suggestions on how to start planning and preparing this?

While I could write a sentence or two, I am not a writer by any stretch. But I was thinking abou trying out first the overall design of a quest or story path. Not sure if I have made sense of what I am trying to convey.

#2
BoomWav

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You could decide to start quests simply by walking into a trigger on the ground. So you don't NEED conversation.

#3
ForgeHand

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sure you can, thats what i normally do.  It can, however, make it very confusing if you are not clear about your idea.

Modifié par ForgeHand, 14 octobre 2009 - 01:22 .


#4
Amberyl Ravenclaw

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You might want to elaborate your idea a bit. I'm not quite sure what you mean. Alternately, if you're having trouble with dialogue, you may want to consider hiring a writer from the folks here at the Social Site.

Modifié par Amberyl Ravenclaw, 14 octobre 2009 - 02:11 .


#5
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On a conceptual level yes.



Puzzle based quests, quests based on gathering physical clues, trigger based quests- all work without writing dialogue per se. But they may still require some writing in the form of a feedback message, or a journal update.



I am however not sure about how the toolset works so I wouldn't know.

#6
CID-78

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you don't need dialogues for a quest but in that case you must have scripts instead.

#7
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Amberyl Ravenclaw wrote...

You might want to elaborate your idea a bit. I'm not quite sure what you mean. Alternately, if you're having trouble with dialogue, you may want to consider hiring a writer from the folks here at the Social Site.

was thinking I would start on something 'easy' (my BIG assumption), that encompassed 2 or more skillsets. Something to allow me to find what I may or may not be good at. Just trying random things in the toolset without a definitely workflow seems rather fruitless and intimidating to me.

But it has been answered that I can direct the flow of the quest without having a specific script (non programming) to go with it.

Thanks for the responses.

#8
Astorax

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Depends also on what type of "quest" you mean?



A quest could be any number of things...you could design a quest which is simply, for example, a planned ambush of a squad of creatures, or whatever...so what you're calling a "quest" may simply be an event.



Is that more of what you mean?

#9
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Astorax wrote...
A quest could be any number of things...

I wasn't clear what I meant because I am not sure what I am asking. Just trying to figure out what all this stuff means and how it relates to another. I have no knowledge (obviously) of what it take to create any aspect of a mod, let alone what the skills are required.

I was thinking about how I could design the basic structure of the 'quest' without having to include specific dialogue. Could I just give the npcs basic context responses to a yes or no reply from the pc? Basically having a very minimum feedback to allow the quest to proceed through npcs without having any detailed dialogue in place. If that makes any sense to you at all.

#10
BoomWav

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Quest advancement or reward or anything is all in scripts. Basically, you can trigger a script in a TONS of ways. It could be a player reply, it could be by walking on a trigger, it could be by killing a monster or a group of monster, etc. When you trigger a script, you can do whatever you want. Put blood on the PC, set an object in fire, spawn a boss monster, update the quest journal, anything. You could even decide to add a map waypoint only after the quest is done.



Conversations are only fluff. You could have only placeholder text and everything would still work.

#11
Astorax

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I think I understand what you're saying...



To have any kind of NPC response in any way, you will either need a) A conversation tree, or B) some scripting on the speech event to then parse what the player is saying, and have the NPC react in some way.



So you could, for example, trigger the NPC to walk up to the PC when the PC gets to a predefined spot, and the NPC says something (not to the PC in a conversation, but into the air as it were). Then, assuming the PC gets what they're supposed to do (this is fairly non-standard behaviour for this sort of game) and says, like, "I would like to go to Foo", the script on the speech event on the NPC could parse and look for the words "go to" and then the word following as the location, and then teleport the player to said location.



Stuff like that. Now expand that out to any number of applications from going places, to getting information, etc.



However, that's pretty heavy overkill in terms of scripting, when the dialog creator is actually fairly friendly, and it's pretty easy to create dialog trees. While not being a writer does have its limitations, that's the sort of thing you can get help with here on the boards for sure. "I'm trying to say xyz, what's some good ways to do that?"



I'm using the community from NWN as my example of that, and that community was VERY helpful and responsive to that sort of stuff.



There's also a lot of precedent for collaboration for that sort of thing...if you've got the ideas, someone is likely good with dialog to help make that idea become a module.

#12
Guest_Bio-Boy 3000_*

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Astorax wrote...

Informative post.

Well that definitely clears up a few points of what I had for questions. I do understand what you are saying with collaboration, as this is one of the feature this network provides. Might even have the gumption and try developing some writing abilities. The worst thing that can happen is I ask some kind people to take my jumble of words and make a coherent sentence out of it.

Food for thought and all that.

#13
Niko Daemon

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[quote]Bio-Boy 3000 wrote...

[/quote]
I have no knowledge (obviously) of what it take to create any aspect of a mod, let alone what the skills are required.

[/quote]

U can read, and type.  U play games.  U have imagination.  Put 'em 2gether (with their advice).

Crack open the toolcase...  See what comes out.

#14
MikeSunrider

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Bio-Boy 3000 wrote...

Astorax wrote...

Informative post.

Well that definitely clears up a few points of what I had for questions. I do understand what you are saying with collaboration, as this is one of the feature this network provides. Might even have the gumption and try developing some writing abilities. The worst thing that can happen is I ask some kind people to take my jumble of words and make a coherent sentence out of it.

Food for thought and all that.


Just go for it I'd say. The worst thing you could have is criticism and that isn't so bad.

#15
EvilEdison

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In a way, it's like asking--is it possible to have a movie without dialogue? The short answer is yes, but it's definitely challenging and depends entirely on what the characters are doing. For instance, you could have a "chase" or "escape" adventure where goons are trying to kill the PC and he has to navigate a gauntlet of traps and adversaries. As long as the PCs objectives are clear, the dialogue can be sparse or non-existent.



Just out of curiosity, why do you want to make a quest without dialogue? Is it because you're afraid you don't have the skills or b/c you just want the challenge?

#16
Laxon

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In certain games you can do it through pure triggers and notes/books. Sometimes its a very interesting way to make a mod. It all depends if you can keep your player interested in the process and to make it easy enough to keep up with, but challenging enough to keep them thrilled.



A tough line to walk when it comes to lack of instructions and a lot of thinking on the side of the user.