Research Paper Quest Management in Multi‐User Dungeons - wwestlake/Labyrinth GitHub Wiki

Research Paper: Quest Management in Multi-User Dungeons (MUDs)

Introduction

Multi-User Dungeons (MUDs) are online text-based games that offer immersive storytelling and questing experiences. The management of quests in MUDs can significantly affect player engagement and the overall game narrative. This paper examines how different types of quests are managed in MUDs, specifically focusing on persistent player state tracking and one-off quests. Understanding these models can help developers create dynamic and engaging gameplay experiences that cater to various player preferences.

Quest Management Models

1. Persistent Player State Tracking

Overview

Persistent player state tracking involves maintaining a detailed record of each player's progress through various quests. This model enables personalized experiences where quests can have different outcomes for different players, depending on their actions and decisions.

Characteristics

  • Quest Progression and Player State: The game continuously tracks each player's advancement in quests, including completed objectives, decisions made, and items obtained. This allows for unique quest experiences tailored to individual players.
  • Dynamic Storytelling: The player's actions directly impact the storyline, resulting in dynamic narratives that evolve based on individual choices. This model supports branching storylines where each decision leads to different outcomes.
  • Replayability: Players can replay quests with different characters or choices to explore alternative paths and outcomes, increasing the game's replay value.
  • Persistent World Impact: Player decisions can have lasting effects on the game world, influencing the experiences of other players and contributing to a shared narrative environment.

Examples in MUDs

  • Eve Online: Each player's quest progress is uniquely tracked, allowing for missions that adapt to the player's choices, faction standings, and previous actions. This creates a personalized narrative experience.
  • GemStone IV: Players encounter unique quest experiences based on their character’s actions, allowing for multiple branching paths and varied outcomes depending on player decisions.

Technical Implementation

  • Database Storage: Uses databases like MongoDB to store player-specific quest data, including current states, completed tasks, and choices made. This structure supports complex queries and real-time updates.
  • Quest State Management: Server-side systems manage quest states, ensuring data consistency and providing immediate feedback to players based on their actions.

Advantages

  • Personalized Experience: Creates a more engaging and immersive experience by tailoring quests to individual player actions.
  • Depth and Complexity: Supports intricate storylines with multiple branches, enriching the game world and narrative.
  • Player Retention: Personalized quests can enhance player retention by providing a sense of ownership and impact within the game world.

Challenges

  • Data Management: Requires significant resources and complex systems to track and manage individual player states effectively.
  • Development Complexity: Designing branching quests with multiple outcomes increases the complexity and development time.

2. One-Off Quests

Overview

One-off quests are designed to be completed once by players and do not track individual progress. These quests provide a shared experience for all players, often with a static set of objectives and outcomes.

Characteristics

  • Static Quest Structure: Quests have a fixed path and outcome, ensuring that every player experiences the same narrative regardless of their actions.
  • No Persistent Player State: The game does not maintain individual quest states, simplifying data management and reducing server load.
  • Shared World Events: These quests often act as community events where players collaborate to achieve a common goal, such as defeating a powerful enemy.
  • Limited Replayability: Since the outcome does not change, there is less incentive for players to repeat the quest.

Examples in MUDs

  • Minecraft: The quest to kill the Ender Dragon is a one-off event where players follow a set path to defeat the dragon, with no changes in the game state beyond the dragon's defeat.
  • Threshold RPG: Certain events are designed as one-off quests for community engagement, such as defeating a powerful enemy that appears periodically in the game world.

Technical Implementation

  • Event-Driven Design: Uses event triggers to initiate quests when certain conditions are met, allowing for straightforward quest management.
  • Simple Data Management: A flag or status indicator denotes quest completion, simplifying the data structure and reducing server demands.

Advantages

  • Simplicity: Easier to design and maintain due to the static nature of quests.
  • Community Engagement: Fosters collaboration and competition among players through shared objectives.
  • Low Resource Demand: Minimal server and database overhead since individual player states are not tracked.

Challenges

  • Limited Depth: Lacks the complexity and personalization of player-specific quests, which may reduce long-term engagement.
  • Reduced Personalization: Players may feel less connected to the storyline if their actions do not influence the outcome.

3. Hybrid Models

Many MUDs adopt a hybrid approach, incorporating both persistent player state tracking and one-off quests to provide a balanced gameplay experience. This model allows for personalized storytelling alongside community-driven events, catering to a wide range of player preferences.

Examples of Hybrid Models

  • Lusternia, Age of Ascension: Combines player-driven storylines that affect character state and the game world with one-off events designed to engage the community in shared challenges.
  • Avalon: The Legend Lives: Offers a mix of branching storylines with persistent player states and simpler one-off quests, creating a diverse narrative environment.

Conclusion

Quest management in MUDs involves a balance between personalized, player-specific experiences and community-focused, shared events. Persistent player state tracking offers depth and complexity, allowing for dynamic and personalized narratives, while one-off quests provide straightforward, communal activities that foster engagement. Many MUDs employ a hybrid model to accommodate different play styles and preferences, enhancing the overall game experience. Understanding these models can help developers create richer, more engaging MUD environments that appeal to a broad audience.

By exploring these quest management strategies, developers can better design systems that provide diverse experiences, maintain player interest, and support both individual and collective gameplay.

References

  • Bartle, R. A. (2003). "Designing Virtual Worlds". New Riders.
  • Curtis, P. (1992). "Mudding: Social Phenomena in Text-Based Virtual Realities".
  • Eve Online Wiki. (2024). "Mission System". Eve Online.
  • GemStone IV Archives. (2024). "Quest Mechanics". GemStone IV.
  • Minecraft Gamepedia. (2024). "Ender Dragon". Minecraft.
  • Threshold RPG Wiki. (2024). "Event Quests". Threshold RPG.
  • Lusternia Lore Compendium. (2024). "Dynamic Storytelling and Player Impact". Lusternia, Age of Ascension.
  • Avalon Player's Guide. (2024). "Quest and Event Dynamics". Avalon: The Legend Lives.