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Originally Posted by
DarkSable
Alright here, I have a couple questions. Know how lots of the d&d games have the ability for users to create scenarios and mods? Have you considered having a way to process user-generated content? Have a toolset separate from the main game which which serious developers could create quests / packs and submit them for approval. I am certain that, even if they were unpaid, you would have a LOT of people wanting to do this, simply for the fun of it or the prestige of having a quest with their name on it. There would be both talented and untalented developers, yes; but you could also have a user-based system of rating maps so the dev team would only have to look at the good ones. Not only would this be beneficial for you'all, but it would make your fans ecstatic; instead of having one new quest series once per update; you could have one once a week! A lot of the enjoyment for me, at least, is exploring new quests.
Going off of the enjoyment of exploring new quests, would it be ridiculously difficult to have procedurally or randomly generated content? I'm thinking something like a map made of of say, 20 tiles, in a 5X4 pattern. The tiles would have connections at different sides, with monsters, treasure, and quest objectives assigned to the tiles randomly. Even if it was only one quest; it would be different every time the quest reset, which, even using the same 20 tiles and the same set of monsters rolled from a list, would keep the feeling of exploration fresh. Just a couple ideas, if either of them are liked, I would be more than happy to donate time in figuring out more details in the way it would work and with working around the computers' logic blocks.
Can someone advise me as to the problems with these? I'm very interested in game design, specifically the intuitive side of it, but as I know little to nothing of programming, I'm unable to know what's feasible and not.