

By removing all quest markers from the map, players are forced to study the world around them more actively rather than following an icon on the map. Some NPCs give hints about quests that haven't been discovered yet. The journal is updated automatically by fighting, finding items or talking to NPCs. We added a quest journal with quest objectives and previews of creatures and items. Maybe the boss will drop a key or a treasure which is needed for another quest. You might find an old crypt and when you enter it, there is a skeleton boss that you have to defeat. Quests are just there and players can find them by exploring. So we made the system more exploration-based: we removed quest-givers and also removed all markers from the world map.
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While it turned out to be a refreshing way to play Cube World, after a while we realized that it wasn't in line with the original Cube World feel: You felt forced to visit all those quest locations and to find quest-givers - there wasn't much reason to explore the world on your own. We first started with an MMO-style quest system with quest-givers and many icons on the map, indicating quest locations, NPCs and so on. So I developed a system which allows me to create quests in areas that haven't been generated yet.Ĭomplicated, isn't it? ) Also NPCs, monsters and items need to be generated before the actual landscape, so they can be logically linked to quests. There should be quests that send you from one end of a land to the other. There were some challenges due to Cube World's procedural generation: The world is generated on-the-fly in a small region around the player while he's exploring it, but we wanted to be able to define quests more globally. So we decided to add quests to Cube World as well. Quests guide the player to various places, tell stories and give a reason to do all the monster and item hunting.

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