Hey all,
I started working on project with its focus mainly on procedural map generation, exploration and a bit of dungeon crawling. And maybe crafting and other fundamental RPG elements. The scripts work fine and I already have some test dungeons to explore. But it doesnt feel like a 'game' yet. I want the player to freely explore my world and find recipes to create gadgets which help him to continue his journey.
However, currently there's no real reason to do so. Well, i could throw endless treasure chests at every dungeon, but I dont want to fall into a self-moving water wheel (which describes about 99% of all mobile games). Also I dont want to become an uninspired game designer who lets the player complete arbitrary kill-and-gather quests just to reward him with items or equip, which then leads into a never-ending spiral of better and better equipment items. Yes, MMOs used to be the the hot stuff and currently Loot shooters crash the markets, but honestly I think looting for repetetive tasks just feels like cheating.
So, what are your thought about how to motivate or reward the player? How to motivate for optional quests?
My thoughts so far:
- a Main quest with cool story (obviously)
- a secret that the player really wants to reveal (like in NoMansSky: what's in the center of the universe?)
- reward with e.g. skills to solve road blocks