So I was thinking...since Minecraft has day and night, it would be cool to implement some kind of goal or quest system. I know a lot of the purpose of Minecraft is to explore and be creative while avoiding monsters, but creating a set of goals would be an interesting addition.
Main Idea
The main idea is to create a set of goals to achieve before a certain number of days passed. Goals could include using a certain number of blocks, building to specific dimensions (x, y, and z axis), obtaining a certain number of one material, or a large variety of other ideas. The goals could be either required or personal, required being built into the game and, of course, requiring a player to complete before moving on (or some other kind of block), and personal being a goal set by a player. I believe this will create a little more point to the game, but as I have and will probably continue to bring up, it will also ruin the original concept and spirit of the game (maybe :tongue.gif:).
Personal Goals
Basically, a player would be able to create a goal for themselves, requiring a few different factors to complete. Factors could include time (day/night revolutions), amount of item, or size (x, y, z axis). Once a player reaches a goal, some kind of reward could be given, such as a gold star (self-satisfaction) for simple tasks or maybe items for more difficult objectives.
Required Goals
Personally, I don't think required goals are too great of an idea, as it would sort of ruin the spirit of the game, however they could possibly be beneficial to newer players. What I mean is that throughout the beginning of the game, in order to teach new players about crafting and different ores, certain tasks (goals) would be presented, such as collecting 64 wood or building a small house. The only reward here would be knowledge of the game.
Scenario
Scenario 1: Size Goal
1. Player decides he wants to create a large pyramid as fast as he can.
2. Player opens goal menu and writes the goal.
3. Player sets time limit to 5 day/night revolutions (ends on the 6th morning).
4. Player sets the size of the structure (40x40x40...40 blocks wide, 40 long, 40 tall).
5. Player begins building.
6a. Player completes the task within his set time and receives a reward.
6b. Player does not complete the task within his set time. The goal is erased and no reward is given.
Scenario 2: Amount Goal
1. Player decides he wants to collect 64 obsidian.
2. Player opens goal menu and writes the goal.
3. Player sets what item he wants and how many he will collect.
4. Player begins searching/farming for obsidian.
5. Once he reaches 64 obsidian, he will be notified, and rewarded appropriately.
Scenario 3: Time, Amount, and Size Goal
1. Player decides he wants to collect 128 feathers for arrow making.
2. Player opens goal menu and writes the goal.
3. Player sets a time limit, what item he wants, how many he will collect, and the size of the structure he will build.
4. Player begins building a 10x10x10 structure, which traps chickens and concentrates feathers efficiently.
5a. Player completes the goals before time runs out, receiving an appropriate reward.
5b. Player does not complete goals on time. The goal is erased and no reward is given.
*5c. Player does not complete goals on time. The goal is erased, all items collected are removed, the structure is removed, and no reward is given.
*This is just an idea that can be further discussed.
Flaws
-Reward System: First of all, programs exist to edit ones inventory. Why would anyone feel the need to set and accomplish tasks for a reward if they can just edit it in within seconds? Maybe giving points like the Xbox system and creating a high-score table would be a good solution?
-Changing the Game: A huge issue would be the effect a goal system would have on the game. Would it really ruin the spirit of the game? Will less people want to play?
-Goal Factors: Currently, I can only name 3 factors that play a role in achieving a goal, and those are time (day and night), size (x, y, z axis), and amount (of an item, mob kills, distance traveled, etc). This is a good start, but a goal system should include a very expansive variety of factors. The system should probably include more than what I've named, but what else is there? Another side of this issue ties in with rewards: would it be difficult to create a system that distributes appropriate rewards based on the complexity of a goal?
Interesting concept, but how is this different than normal gameplay? I mean, I already set goals for myself and my reward is that I have something built when I'm done.
The idea of tasks with time limits is interesting though, but I feel it would have to be a bit less arbitrary than just picking how many feathers you want to collect.
Main Idea
The main idea is to create a set of goals to achieve before a certain number of days passed. Goals could include using a certain number of blocks, building to specific dimensions (x, y, and z axis), obtaining a certain number of one material, or a large variety of other ideas. The goals could be either required or personal, required being built into the game and, of course, requiring a player to complete before moving on (or some other kind of block), and personal being a goal set by a player. I believe this will create a little more point to the game, but as I have and will probably continue to bring up, it will also ruin the original concept and spirit of the game (maybe :tongue.gif:).
Personal Goals
Basically, a player would be able to create a goal for themselves, requiring a few different factors to complete. Factors could include time (day/night revolutions), amount of item, or size (x, y, z axis). Once a player reaches a goal, some kind of reward could be given, such as a gold star (self-satisfaction) for simple tasks or maybe items for more difficult objectives.
Required Goals
Personally, I don't think required goals are too great of an idea, as it would sort of ruin the spirit of the game, however they could possibly be beneficial to newer players. What I mean is that throughout the beginning of the game, in order to teach new players about crafting and different ores, certain tasks (goals) would be presented, such as collecting 64 wood or building a small house. The only reward here would be knowledge of the game.
Scenario
Scenario 1: Size Goal
1. Player decides he wants to create a large pyramid as fast as he can.
2. Player opens goal menu and writes the goal.
3. Player sets time limit to 5 day/night revolutions (ends on the 6th morning).
4. Player sets the size of the structure (40x40x40...40 blocks wide, 40 long, 40 tall).
5. Player begins building.
6a. Player completes the task within his set time and receives a reward.
6b. Player does not complete the task within his set time. The goal is erased and no reward is given.
Scenario 2: Amount Goal
1. Player decides he wants to collect 64 obsidian.
2. Player opens goal menu and writes the goal.
3. Player sets what item he wants and how many he will collect.
4. Player begins searching/farming for obsidian.
5. Once he reaches 64 obsidian, he will be notified, and rewarded appropriately.
Scenario 3: Time, Amount, and Size Goal
1. Player decides he wants to collect 128 feathers for arrow making.
2. Player opens goal menu and writes the goal.
3. Player sets a time limit, what item he wants, how many he will collect, and the size of the structure he will build.
4. Player begins building a 10x10x10 structure, which traps chickens and concentrates feathers efficiently.
5a. Player completes the goals before time runs out, receiving an appropriate reward.
5b. Player does not complete goals on time. The goal is erased and no reward is given.
*5c. Player does not complete goals on time. The goal is erased, all items collected are removed, the structure is removed, and no reward is given.
*This is just an idea that can be further discussed.
Flaws
-Reward System: First of all, programs exist to edit ones inventory. Why would anyone feel the need to set and accomplish tasks for a reward if they can just edit it in within seconds? Maybe giving points like the Xbox system and creating a high-score table would be a good solution?
-Changing the Game: A huge issue would be the effect a goal system would have on the game. Would it really ruin the spirit of the game? Will less people want to play?
-Goal Factors: Currently, I can only name 3 factors that play a role in achieving a goal, and those are time (day and night), size (x, y, z axis), and amount (of an item, mob kills, distance traveled, etc). This is a good start, but a goal system should include a very expansive variety of factors. The system should probably include more than what I've named, but what else is there? Another side of this issue ties in with rewards: would it be difficult to create a system that distributes appropriate rewards based on the complexity of a goal?
Discuss :smile.gif:
i music sometimes
The idea of tasks with time limits is interesting though, but I feel it would have to be a bit less arbitrary than just picking how many feathers you want to collect.
i music sometimes