Thursday, May 8, 2008

We've always been each other's greatest nemesises...nemesee...

Named mobs should be treated like players rather than like generic mobs. Let them learn and improve, and keep them at the same relative power level as the player. Going a step further, let them have limited rez-type options (clones, protective magic, call it whatever). In fact, why not spawn a nemesis NPC for each new character and let the player struggle against him or her throughout their career.

Given a character system where players can determine the type of character, relationships and reputation they have, their nemesis can mirror their development. In fact, a former friend can become a bitter, recurring enemy. A faceless enemy can build up a grudge to become a fearsome foe. All those standard comic/fantasy/sci-fi motifs can come into play.

And because these nemesis NPCs are player-specific, the player's story becomes more dynamic. The big boss at the end of that long quest chain doesn't have to be the same guy everyone and their brother kills every night. Further, one character's nemesis can play cameo roles for other characters - alts, guild mates, frequent party mates. They can also be invoked to cross taboo lines like taking items away from players to build up emotional investment.

Cool, reasonable way to add dynamic, personal story elements to the quest system.

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