Original Post
OK, more food for thoughts.
I realise that trying to describe plot in a formal way might not be the easiest way to tackle the problem, so here is another way.
How would you describe the mechanisms used so far to create quests, missions, etc.
What kind of structure is used, and how could we improve on it.
E.g. In darklands (quite old game), a quest is given by a someone S at a location L1. You have to go to location L2 to get object O and bring it back to L1. That''s it ... You can add different layers on top of this to make it look like different quests, but essentially, there is not much difference.
One thing I''d like to see is, when S tell me that other parties might be enroute to capture O, there would actually be another party en route to get the item, and this other party might actually get there before me, grab the object, and bring it to another person, in which case my own party would have to modify plans accordingly. In the same vein, it would be very interesting to be able to bring the object O to the higest bidder, rather than the person who asked me in the first place, etc.
But how would we define the initial mission, then, and the whole system around it, to accomodate such variations on the initial scenario...
youpla :-P