https://youtu.be/1miy4LZ6mHY
One of the limitations of WolfQuest versions 1 through 2.7 is the linear and rather streamlined nature of the missions. Only one mission is active at a time, and with some concentrated effort, players can move through the missions fairly rapidly. While WolfQuest 3 will retain the story arc of finding a mate and raising pups, we are redesigning at least some of the missions to make them more interesting and challenging. For example, the new “courtship” mission (which replaces the social arena where you meet stranger wolves in Amethyst) will often involve more than one stranger wolf and use the Emotes actions rather than dialog choices to make the courtship more freeform and naturalistic.
We’re also thinking about secondary missions, which players can optionally undertake to gain experience and perhaps other perks. These are a standard feature of RPGs and serve several important purposes:
* Add variety and depth to the player’s experience
* Provide clarity and guidance for the player -- "what can I do now?"
* Let the player practice the core game mechanics, and in some cases, introduce certain controls or mechanics.
* Prompt players to explore the map
Our problem has always been that wolf life doesn’t naturally involve the standard RPG mission types (escort, rescue, kill the monster, find an item/character, escape). Wolves don’t build structures (that would be BeaverQuest) and they’re not particularly interested in finding gems or other trinkets (BowerbirdQuest!) And it’s fun to think about an orphaned pup that needs you to escort it through dangerous territory to find its relatives, but….yeah, that just doesn’t happen with real wolves.
Even when we focus on realistic mission ideas (e.g. defend a carcass until your mate arrives), we have to particular challenges balancing naturalism and gameplay. It would be rather odd to have another wolf introduce a new mission to the player, so how do we naturalistically trigger secondary missions? Our new scent system is pretty cool, but it’s not the most reliable or speedy means of finding a particular animal several kilometers away. The standard RPG method is to put a mission marker on the compass, but that would bypass scent tracking. Is that too gamey, or is it a necessary compromise for playability? As our team discusses the possibilities, we’d love to hear what players think. Remember, WolfQuest seeks to accurately represent Yellowstone gray wolves and ecology (so no picnic basket missions, alas).
* What kinds of naturalistic secondary missions would be good possibilities each map?
* When you are learning the game controls, what simple missions that would make mastering them more fun and intuitive?
Learn more about the development of WolfQuest 3: Anniversary Edition and the expansion Tower Fall and see FAQ’s at WolfQuest.org/blog
