Monthly Chapter-based extended story content.

Post » Sat Jun 23, 2012 1:14 am

In http://www.gamesas.com/topic/1385900-better-then-wow/page__view__findpost__p__21033544 I suggested an alternative revenue generation model that would involve monthly chapter-based extended story quest content. Since that thread is dedicated to a different topic all together, I am starting this one to show how such forward-going regular content can be realistically achieved.

Some may say that it is impossible for a quality questline to be produced each month... It all depends on how far in advance work begins on it... There would ideally be three subgroups in the live team and four months leading up to a chapter's release:

1 - Writing
2 - Art
3 - Content
4 - Testing

Let's say Chapter 1 is slated to release on August 1. Throughout the month of April, the Writing Team develops the storyline, including any possible side-quests that would make sense. On May 1, an outline of all art assets needed for Chapter 1 would be turned over to the art team, who will spend May developing all art assets. On June 1, the storyline and finished art assets are turned over to the content team who use the worldbuilding and item/character creation tools to put everything together. Any art assets that were not complete by June 1 would also be finished up and submitted to the content team. Throughout June the content team will work on Chapter 1. On July 1, it gets deployed to the live testing server and will remain there throughout July. On August 1, it goes live.

If you follow that logic, when the art team starts work on Chapter 1's art assets, the writing team starts on Chapter 2. So the three teams have a constant workflow going with plenty of time to get things done.

Side Quests are optional. When an episode goes into content production as many of the side quests should be completed as possible. But if some have to be dropped, then the content team would make note of them and notify the writing team. New art assets should not be produced for side quests. This way, the art team is not involved in creating assets for something which may or may not be used. Side quests should be used to try to give players new quests each month for the different playable professions (Fighter's Guild, Thieves' Guild, Mage's Guild, Dark Brotherhood, etc.). Side Quests that had to be dropped by the content team for a chapter get rolled into the next chapter, and given more priority weight when they go to content again. Example: Each side quest for chapter 1 is given a priority weight of 1. If content runs out of time and has to drop the Thieves' Guild sidequest, when they get Chapter 2, the same TG side quest would be on the list, but it's priority weight will be 2, and everything else would be 1. That says, "you didn't get the TG quest in last month. You WILL get it in this month." Side Quests should be realistically written so that the content team does not have to spend much time on them. Some chapter main quests may introduce new playable professions.
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flora
 
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Post » Sat Jun 23, 2012 2:22 am

GB, I like your ideas! Good formulas for keeping the game fresh. I think this, along with the dynamic environment you were discribing in your previous post are excellent points for next gen mmos.
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Roanne Bardsley
 
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