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Posted: Sep 24th 2008 12:35PM Sabriel said

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Actually... he's not far off the mark, you certainly need a complete living world but it seems like the technology and workflows arent quite there yet. Here's an example of what I would hope to see:

There is a peaceful little village being attacked constantly by baddies, let's choose orcs, the downtrodden meat bag masses of the fantasy world. The orcs like that location because it is situated on a cove where they like to store stolen goodies and they want to branch out into further pirating affairs.

Players get a choice. They can choose to help the poor villagers and go take down the orcs at their camp or they can help the orcs slaughter those annoying pinkskins in the way.

Record the data. How many players complete the orc quest, how many the human quest. Tally.

1000 people completed the quest helping the villagers but 5000 helped those pesky orcs.

With your next monthly dynamic world patch which your players will expect as a feature, you remove the human village and replace it with a budding orc village and a port with a small pirate vessel.

Now what? New quests to choose from... aid the orcs in expanding their pirate activities in the area or aid some of the buccaneer groups that dont want any new competition in the area and raise the orc village.

Record quest completions, tally, repeat.

Voila, dynamic worlds and environments. Not only does this open up a host of new possibilities that will make players question their choice of quests a little more but it will give them a stake in the direction of the game world as a whole and at the same time open up an entirely new avenue for the company hosting the game to create real legend, lore, and history about their world.

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