| Starhammer |
| 1 person marked this as a favorite. |
No, I'm not asking what character everyone wants to make.
I would like to see an in-depth survey be an optional part of character generation (which continues to be editable after generation). Anybody ever taken a personality profile survey during a job application, where they look for traits to potentially disqualify you? Something like that, along with other "personal information" from the character's point of view. Things like names of family members, friends, and even rivals or enemies. Things the character likes and dislikes, or even fears or is strongly supportive of (like religious views or patriotism). Basically a vast data reservoir that can be drawn on by queued variables in adventure generation, whether controlled by the game or for player generated content.
This way, instead of seeing the same "So-and-so hasn't been heard from, go fedex them and then kill 10 rats" we could have more of our adventure content personalized in ways specific to our character, or even to the extent of our guilds and friends. BuddyFromNextVillage might have a nemesis that wants to hurt him by ambushing me while I'm protecting a caravan, or my guildmaster's daughter may be kidnapped, and everybody in the guild gets a notification that it happened and we have to go find her, possibly each getting different clues that will mean more if we work together.
The idea requires a more sophisticated level of mission generation coding than most contemporary MMORPGs provide, but can provide a reward of offering a vastly more individualized play experience. And of course, being optional it's not like anyone would be required to fill out anything more than a name for their character (which we do anyway). The system can also keep track of adventures we've taken part in, adding salient details to our "journal" and occasionally making use of that information for providing new adventure hooks as well.
Theoretically, with a sufficiently integrated character database system, the vast majority of random adventure hooks could involve other active player characters, giving players who don't otherwise play together reasons to search one another out to solve their own quests or learn some piece of lore that wasn't covered in a storyline that caught their attention. Seems like a great way to promote the social aspects of being a "multiplayer" game other than just making the important encounters too difficult to solo.