How to create different quest paths in a game

CavaliereHoScudo

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(before I start - I goofed it up. I realised just now this is not exactly Maker-specific, but could be applied to ANY Rpg Maker :dizzy: so I was wondering whether it could be moved to a more suitable section)

Good day everyone :) I was wondering whether I could have the game to pre-determinate the chain of actions (or quest path if you like) the player needs to follow to go from A to B, choosing one of the possible paths that are available.

Let me explain with an example.

There is this cool Flash game series called "Anaksha's Mini Adventures", which is actually a spin-off to a sniper game series, which is made with Flash as well. In AMA 2 "A New Threat" (and I believe in AMA 1.5 "A Quick Stop" too), the plot of the game is essentially the same every time you play it, but certain sequences are randomly selected instead.
What does this mean? On one session, you would be required to fetch some items for some characters, but on a different session you may have the same characters asking for different items, while the goal to reach in that sequence remains unchanged.

How to feature this in a RPG Maker game?
This is how I think it could be done.

We will just need a Variable to be set to a number representing the path the game will follow (ideally 1 is "path #1", with other choices going all the way up to n that would be "path #n"). Name it "questPath", "fromAtoB", "PenPineappleApplePen", it doesn't matter. :p Then, at the very beginning of the game, have an event initialise this variable with a random number (integer, to state the obvious) from 1 to n, then turn ON a Switch that prevents the event from running again at all, since its job is done already, by just leaving a blank page.

That's it. The game should now use that Variable to determine which path your story will take at the beginning of every playthrough.

You can also use the same Variable to determine which items the Player will collect.
Why this? Because chances are you may end up - e.g. - needing certain key items for path #4, but could also find items for the other paths.
By using the same Variable (or a "duplicate", if you want to play it safe which is not a bad idea), you could make sure that the Player will only collect the items needed for the actual quest path they are taking, while still being able to perform all the available interactions. So you will have the Player interact with - e.g. - a barrel of fish and, according to which path was chosen, they would take one to use later or just comment on how much they hate the smell.

I am pretty sure someone will have already come up with the same idea and implemented it with an identical, or more efficient, solution. However, all feedback is nonetheless appreciated and I'm looking forward to knowing your suggestions on how to execute this feature.

Thank you very much for your attention!
 
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Kes

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You're okay with posting in this section because in essence it is a "How do I....?" (implementation) question, and so will potentially have a different solution for different engines.
 

aironneil

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What you described is how I'd do such a feature. Just have every event important to the landed on quest either have a different page for every variable, or a conditional branch tree depending on how complex the event is.
 

CavaliereHoScudo

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What you described is how I'd do such a feature. Just have every event important to the landed on quest either have a different page for every variable, or a conditional branch tree depending on how complex the event is.
TBH I completely forgot the option of having a page for every variable state :o but it makes sense! After all, each page could just be seen as "what happens when path X is chosen". I guess I'll figure out which solution is better according to the situation :)

Thank you for your feedback!
 

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