Post
Topic
Board Announcements (Altcoins)
Re: [ANN] Nxtopia -- a MMORPG built on-top of the NXT network
by
brooklynbtc
on 20/02/2014, 00:18:29 UTC
Oh, I agree with the fact that people need goals.
On the one hand I loath "Achievement" systems when badly implemented, but when done correctly (ie. in line with the game context) I admire the grace of such a simple but effective idea. Ánd I fall for it everytime.

Quests, assignments etc. are important. However, I also like them to be embedded in some kind of story.

It's the difference between "Slay n X's to advance" and "Safe my village by exploring the Unholy Cave of Nrgrn!", in which you álso slay n X's, but also are presented with a nice narrative to identify with. Seeing as we have some DM's and D&D players here, thinking up some nice storylines to implement should be doable Smiley

Indeed. I love stories and story-telling.

How can we incent the scripting of such a story? Any ideas? It should be an incentive that would encourage the scripting of good stories even after the start of NXTopia.

What about crafting stories as AE traded items?, could a "story" be quest?, The author issues it as an asset, and it costs 1-10nxt for the gamer to embark upon, with the chance to win NXT and prizes, the admission fee goes to the AE, for funding the quest payouts and the shareholders.

 so if you craft a GREAT story, and lots of people want to battle for your Prizes, your AE makes money.

 The nature of assets, is they are transferable, so if you LOVE a certain quest, you can buy shares in it, and maybe earn NXT in the real world. and you could back a good story teller with his next story.

 The quests could even be their own games, that you play by logging into certain servers. Some are free, walk around town, slaying wild dogs, asking people for news from far away lands, and the harder quests could be decentralized, some fee, some free, with the user deciding on how they wish to play, risk ad all that..

 This would encourage great story tellers, who would also have to craft great items and prizes. So awesome if this was all DIY and decentralized.

 Riffing here, but you could issue a Battle Royal Asset / Quest, where people all come and fight with great prizes and total inventory loss upon dropping. You could go in and fight, you take 80% of all items you win, the Battle Royal Asset retains the 20%


Just WOW!

I love the idea of stories/quests being Assets!

This will keep me awake tonight Undecided

Wow, yeah... the story asset would act as a key to access an area where the story/quest script is executed.

I think this would have to be instantiated and not persistent, but that's just a guess.

Part of the bounty would be a separate app where players can generate their own story/quest/modules. These could be instantiated in pre-defined areas, like going to a theater to watch a movie (or in Star Trek, entering the holodeck).

One hurdle I see is how do we vet user-crafted content? Not in the sense of profanity or quality, but in the sense that's it's scripted properly, it works as intended, and can be sold on the AE for VAST SUMS OF FILTHY LUCRE!!!

listen i was blowing my own mind as i wrote that..

im thinking minecraft and las vegas.

I think as far as user crafted items, why not figure out an algo, the more value of goods you put into something, the more powerful it is, with time as a factor as well

say you do enough dungeon quests, and you find 100 diamonds, you can forge(ha) those into a helm, or a dagger or whatever and since diamonds are hard they dagger is harder. 1000 diamonds is 100times as hard as 100 diamonds but takes 100x as long.

gold is heavy so it does more damage
magic is magic so it makes it lighter and swings faster

100 diamond, 100gold 1000 magic would be hard, cause damage and be fast as hell

1000 diamond would be hard as hell but cause less damage

1000 gold would be heavy as hell and slow but cause massive damage