How do you Feel About Optional Quests in Minecraft?
#2
Posted 20 November 2012 - 01:13 PM

LynxDoom: Vampyre, Monster Slayer & Exceptional Lover
#4
Posted 20 November 2012 - 01:20 PM
#5
#6
Posted 20 November 2012 - 03:08 PM
I mean... I still haven't even entered a village, and I don't think I will any time soon, so... any addition to them is not going to affect me in any way.
#7
Posted 20 November 2012 - 03:44 PM
Marv
#8
Posted 20 November 2012 - 03:47 PM
And by that I mean just adventuring.
#9
Posted 20 November 2012 - 04:25 PM
JoseTheInfinite, on 20 November 2012 - 03:06 PM, said:
Minecraft shouldnt become a freakin mmo.
Well, I'd hate to burst your bubble, but Minecraft is an MMO (Massively Multiplayer Online.) Besides, we're not talking about currency or leveling or special skills that will make it a "real deal RPG". We're just talking about some things that will derive away from the typical rut we all go through. That's not gamebreaking. Of course, there's going to be the whole "OMFG I HATE THIS SO MUCH." and people will still accuse Minecraft becoming an MMORPG -- Which it will never be in Vanilla terms. It will still be a Creative Survival Sandbox.
Headed back to the main point at hand... I actually wouldn't mind doing it. I mean, the problem would be to gather proper rewards that aren't equipment/diamonds/emeralds. But, it can be done. It'll just take thought.
If one has fun, then they are doing what they intended to do. If one is a player, then they intend to play the game. If one is griefer, then they intend to grief. Therefore, a player has fun playing the game, and a griefer has fun griefing.
#10
Posted 20 November 2012 - 04:33 PM
Maybe changing the ore spawn code a bit would help in order to make quests feasible.
Dwarvenhero81, on 20 November 2012 - 01:20 PM, said:
MMO = Massively Multiplayer Online. Technically it is since now your client is a server, therefore online. Plus you have SMP so....
RPG = Role Playing Game. Dude, you are having adventures as an alter ego. That's pretty much what defines and RPG (Those of you that are about to preach about leveling and quests and medieval dungeons, I've got news for you. Those are RPG elements. Look at adventure maps, you are playing an RPG in them. You can have a classless, level-less RPG system.)
#11
Posted 20 November 2012 - 04:37 PM
Jetra, on 20 November 2012 - 04:33 PM, said:
Maybe changing the ore spawn code a bit would help in order to make quests feasible.
MMO = Massively Multiplayer Online. Technically it is since now your client is a server, therefore online. Plus you have SMP so....
RPG = Role Playing Game. Dude, you are having adventures as an alter ego. That's pretty much what defines and RPG (Those of you that are about to preach about leveling and quests and medieval dungeons, I've got news for you. Those are RPG elements. Look at adventure maps, you are playing an RPG in them. You can have a classless, level-less RPG system.)
My thanks for taking the time to explain what MMO, RPG, and MMORPG means in context to everything. It's pretty annoying to listen to people complain about how Minecraft is "becoming an MMORPG" even though it was one in even the earliest stages of its development.
And for people who are inevitably going to challenge us with "Where's the Role?" Well, if you go by the earlier stages of development... "You're an unknown man named Steve who has beached on the shore of an unknown land. You have no idea where you are, or how you got here. All you know is that you're alive, and you have to build a shelter and survive the nights to come." So right there, you have a Role, the first key factor to a RPG. What's the goal? Well, in the game, there's no set goal (Except for killing the Enderdragon), but that goal is anything you put it to be. So again, there's your goal, the second key factor to an RPG. Put it together...
You play as the role of a man named Steve, and you have a goal to reach, which can be anything.
Logically, you have an RPG. A classless, leveless one, but an RPG nonetheless.
If one has fun, then they are doing what they intended to do. If one is a player, then they intend to play the game. If one is griefer, then they intend to grief. Therefore, a player has fun playing the game, and a griefer has fun griefing.
#12
Posted 20 November 2012 - 05:00 PM
Talfreo, on 20 November 2012 - 04:37 PM, said:
And for people who are inevitably going to challenge us with "Where's the Role?" Well, if you go by the earlier stages of development... "You're an unknown man named Steve who has beached on the shore of an unknown land. You have no idea where you are, or how you got here. All you know is that you're alive, and you have to build a shelter and survive the nights to come." So right there, you have a Role, the first key factor to a RPG. What's the goal? Well, in the game, there's no set goal (Except for killing the Enderdragon), but that goal is anything you put it to be. So again, there's your goal, the second key factor to an RPG. Put it together...
You play as the role of a man named Steve, and you have a goal to reach, which can be anything.
Logically, you have an RPG. A classless, leveless one, but an RPG nonetheless.
Not a problem. I have had this discussion with my brother who's a massive tabletop RPG geek. As to it being leveless, it no longer is thanks to Full Release. As for class? I don't know, but I guess there is some class because you can either be a miner, farmer, woodlogger, architect, whatever. But, I would love to think of it as classless since those I have mentioned are just mutually agreed upon.
#13
Posted 20 November 2012 - 05:07 PM
Jetra, on 20 November 2012 - 05:00 PM, said:
Hah. Tabletops are fun if you can dedicate the time. But, being where I am,
If one has fun, then they are doing what they intended to do. If one is a player, then they intend to play the game. If one is griefer, then they intend to grief. Therefore, a player has fun playing the game, and a griefer has fun griefing.
#14
Posted 20 November 2012 - 06:38 PM
Talfreo, on 20 November 2012 - 05:07 PM, said:
Agreed. Back to the main topic, what kind of quests should there be? I think that building an X amount of homes would be nice if they implemented it properly or finding out what the zombie across the hill took from a villager chest.
#15
Posted 20 November 2012 - 10:57 PM
LynxChuChu, on 20 November 2012 - 01:13 PM, said:
And yes, another example I though of was: Can you please slay the boss underground beneath our village.
But just because game has quests doesn't mean it is RPG. It just adds optional things to do to get items. You dont have to them or even care about them. There just for peiple who want to do cool things like conquering dungeons and bosses.
#18
Posted 20 November 2012 - 11:27 PM
#19
Posted 20 November 2012 - 11:42 PM
BlockApes, on 20 November 2012 - 11:27 PM, said:
It still is sandbox in the fact that you have tools to create adventures. The problem is you people seem to have an archaic view of RPGs. Guess what? Call of Duty is an RPG in the fact you play as Alex Mason or Raul Mendez. Even Halo 4 is an RPG because you are playing as the Master Chief of Spartans. Is your mind blown?
#20
Posted 20 November 2012 - 11:55 PM
To be honest, this wouldn't ruin the game for me, since its so rare for me to find a village, that once I do find one, I tend to set up shop in/near it.
Although, now that I think of it, if you just trade with them more often, I think they should be able to grow. So...perhaps that could be a thing? Like, you trade alot of your wheat, you go down into a nearby mine of yours, you come back up and another house has poped up, with a kid running around.













