Advancements & Quests #61
Labels
area: Code Quality
area: Compatibility
area: Customization
area: Extensibility
area: Gameplay Scalability
engine: World
feature: Addition
gameplay: Addition/Expansion
status: Sketchy
Requiring more details and/or examples about issue.
type: Massive
type: Plan
type: Proposal
type: Scheme
Supersedes #29
Introduction
In Minecraft Java, there are Advancements. Originally in Minicraft+, there were also Achievements. They are briefly described in #29 and #60. We should have a comprehensive system that could handle these well.
We would have an Advancement system and a Quest system. The 2 systems could serve for different purposes and also characteristics. The features and functionalities would be kind of different, but each could complement each other. Maps could make use of either one or both systems for their own usages.
Quest System
A Quest system is a series of tasks or missions that players need to complete. Quests often drive the narrative forward and provide goals for players to achieve. It usually relates to a specific storyline in the game; where:
The design scheme is based on:
It fits well if there is a clear storyline in the game.
Advancement System
An Advancement system tracks and facilitates character growth and development, often through leveling up, skill trees, or unlocking new abilities. It might not be related to any specific storyline, but could act as a guide of game flow in the game; where:
The design scheme could be based on:
If taking Minecraft vanilla and several mod packs, the original Advancements or the "Quest Tree" from some mod packs are in kind of this category. It could guide players for gameplay development, could be a technology tree, game flow, etc. However, this should not be limited by or mixed with the characteristics of Quests, that usually require quest accepting for quests given by others.
Designs
If both systems are combined, quests provide immediate goals and narrative progression; Advancement system offers long-term character development and customization. Players are motivated to complete quests for rewards that contribute to their character's advancement while character growth opens up new quest opportunities and challenges.
In certain scenario, the design could be without the Advancement System:
Or with the Advancement System:
So, in summary:
Thanks AI for detailed elaboration.
Implementation
Since there could be simultaneously 2 systems for progression tree, an explicit distinguishment and classification are essential to planning. While vanilla gameplay would only make use of the Advancement System, the Quest System would be offered as an optional system and usable via APIs or data packs. Both would offer abilities to alter the configurations of either system in a flexible manner. There would be technical similarities and differences.
Common Characteristics
Unique Characteristics of Advancements
Unique Characteristics of Quests
See Also
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