#3 A Life of Consequence: Emergent AI. As you play, your decisions will have consequences. The game will remember everything you do, and NPCs, quest availability, etc. will all change based on what you've done.
Crushbone concept, Orc concept. Big tusks, hulking arms and shoulders. Orcs don't like cities, because cities have guards. They love lonely stretches of roads, because they can ambush people that come by and take their stuff. In a normal MMO, there would be a static spawn camp along the road, and whether it's launch day or 10 years down the road, it spews orcs out every 15 minutes. In EQN, they tag everything in the world, and then just release orcs into the world. Talk about adventurers who might stop going down the road, leaving orcs unhappy that there isn't any gold coming to them. Adventurers might alert the guards, who would come down and patrol the road, forcing the orcs to leave. And so on.
Talk about unexpected consequences. You might think you're making the woods safe by clearing it of goblins. But you might instead just be pissing off the Goblin King, who will send out warbands into the forest.
Jelena (sorry, got the name wrong earlier) and Keeshar fighting an earth elemental. Craters, and players fell through a hole the elemental made into tunnels below. Showing a cross-section with 3 layers of cave systems. Procedurally create content that's everywhere in the world. They know where all the Lost Temples are and stuff, lots of dynamic quest opportunities. "You can just pick up a pick and make a tunnel." And you can explore through the world, and constantly find new content.
Jelena and Keeshar can't find a way out, so they blow a hole through the world and find a magma chamber, where they find a Void Goliath. And fight it. "One thing's for sure -- you'll always know where a battle was." But the world will heal back after a lot of destruction.
#4 Permanent Change: A mechanism called Rallying Calls. A way to set up a story that takes a long time for players to work through, but permanently and constantly change the world. As an example, the city of Halas starts out as a little tent city. Then, something kind of like a public quest that takes 2-3 months, real-time, to accomplish occurs, but players don't know the exact stages and goals of the public quest. So you go to the tent city, and look for ways to participate in it. You could gather resources to help build a palisade wall, or form a group and strike out into the woods to pacify dangers. You won't know why the next stage might trigger, but you trigger the next stage, and the goblins start showing up and burning the outlying buildings. You can then try to find where they're coming from, and pacify them there. Or you could help rebuild the city, or create quarries to build those stone walls... and so on. The final stage of the Rallying Call is the Siege of Halas...
Rallying Calls can have different results on different servers, apparently...
_________________ "Aaaah! Emotions are weird!" - Amdee "... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades
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