test content
What is the Arc Client?
Install Arc

Foundry Quest "tags"

zovyazovya Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
edited May 2013 in The Foundry
If they implemented a "tag" system to the Foundry for publishing/searching for quests, what would be some that you could think of?

I'll start:

traps
story
lore
drow
zombies
skeletons
exploration
puzzles

Tags that could be used to enter into search that would yield the quests that you are interested in playing. Not just the top most played quests.

Comments

  • agentjasporagentjaspor Member, Neverwinter Beta Users, Neverwinter Guardian Users, Silverstars Posts: 0 Arc User
    edited May 2013
    There was a previous thread about this that was pretty good, not sure it got copied over or not from beta forums..
  • zaphtasticzaphtastic Member, Neverwinter Beta Users, Neverwinter Guardian Users, Silverstars Posts: 0 Arc User
    edited May 2013
    I'll cut-and-paste the relevant bits from my old post in the silverstar forums.
    • Playstyle definition tags: "story" (the quest's main focus is telling a story), "challenge" (it's designed to challenge the player or players through tough combats, puzzles, and traps), "farm" (it's mainly for getting gold/loot efficiently without exploiting). These are NOT exclusive (though it's unlikely that someone'd use all of them).
    • Other gameplay- and story-related tags: "combat-heavy", "solo", "group", "canon", "non-canon", "epic", "low-fantasy", "private" (indicating that it's intended for a private audience such as a guild or RP circle), "silly", "serious".
    • Automatically generated gameplay tags based on the enemies present: "low-level", "mid-level", "high-level", "kobold", "dragon". This may be considered a spoiler, in which case the author could have the ability to hide them.
    • As many other tags as possible should be automatically generated based on maps used, objective types, number of enemies in a mission, etc: "outdoors", "escort", "patrol", "collect", "boss", "custom map". However, anything related to text/lore/story shouldn't be automated.
    • User-defined tags to cover all other possibilities. Profanity filter enabled for this, of course; authors also can't put any of the 'official' tags on their quests.
    • New content would get a "new" tag until a certain threshold was reached (either time or # of plays; I prefer the latter). This "new" content could then be incentivized for others to play.

    Tags would be displayed on the description page of every mission. In the Foundry editor, they would be set on the quest overview page.

    In the search and browse UI, there are a few possibilities:
    • Extra search fields: allow the user to add any number of tags to the query (via a list with an expand button), and specify each of them as "must-haves", "must-not-haves", or possibly "nice-to-haves". Tag preferences of the user should be saved locally.
      • Allow the user to save and load tag templates so that he can switch between several preferences ('challenge tag-set', 'story tag-set').
      • Allow full Boolean logic in tag templates (parentheses, OR, etc). Probably overkill.
    • Buttons for the three most common playstyles (story, challenge, puzzles) as well as new content so players can easily apply a one-click filter to the browse list. I'd personally include 'farm' in there too (based on experience), but leaving it out is fine as long as players can find their 'farming' content via normal search and thus don't have reason to interfere with story-based Foundry content.
    • Tag cloud while browsing (I don't think this one'd be too useful, but who knows).
Sign In or Register to comment.