Questing
Context
The player character locates many quest-givers throughout the game in the form of Patrons and Informants. Some quests drive the main plot forward while others are simply there to generate XP and Credits if the player chooses to undertake the quest (Mission/Job). Each Job presented to the character has a Level associated with it and as such determines the job's difficulty at the time of presentation. As Missions/Jobs are completed successfully, the player character earns experience and credits. The more difficult the job, the more experience, and credits the character may earn. The character may choose to abandon a job (at the risk of acquiring a new rival or a negative reputation with the individual or organization) or a job may be revoked if the job is not completed in the time allotted or if the player leaves the planet. Abandoning or having a job revoked will have a negative impact on the player somehow or at some time.
Hypothesis
This is the main game mechanic. It ties directly into the pillars of the game to provide the catalyst for the adventuring and progression of the story.
Measuring Success
Success will be measured by the following:
- Quest Title and Steps appear on the player's HUD
- The quest steps are “checked” off as the player completes each step
- When all steps are completed, Quest is tagged “Turn-In”
- When the player turns in the quest it is marked as completed
- The player receives a quest reward
- Quest is removed from the active quest list
- Quest is added to the completed quest list
Design
Summary
User Journey
Flow
Values
Edge Cases
Research and Testing