Here's the first iteration of the quest prototype. It's not a fully featured quest, just a small simple conflict, but it may illustrate the degree of player agency I'm aiming for. First, let's see the design specification with all possible solutions to the conflict:
Alpha and his punk gang are blocking the entrance to the beach. They demand you to pay a $200 toll to access the beach.
+ Pay $200. Alpha lets you pass
+ Fight Alpha and the punk gang
+ Talk to Alpha
- [Intimidation 3] Threat Alpha to let you pass
- [Persuasion 2] Convince Alpha about the lack of regulation of his toll
- [Seduction 3] Flirt with Alpha. Go to a darker spot, bite Alpha.
- [Lie 1] Convince Alpha that you have a safe-conduct. Alpha asks from who is the safe-conduct:
- [Lie 1] The major of Los Angeles
- [Lie 2] Sebastien De la Croix
- [Lie 3] The President himself
- [Lie 4 or Lunatic] Captain America
- Accept you don't have a safe-conduct.
- [Barter 1] Convince Alpha to reduce the toll.
- [Barter 1] Reduce the toll to $175
- [Barter 2] Reduce the toll to $150
- [Barter 3] Reduce the toll to $100
- [Barter 4] Reduce the toll to $50
- [Barter 5] Reduce the toll to $1. A symbolic price is more than enough.
All dialog choices are based on deterministic skill-checks (no random dice rolls involved). Same as in Fallout: New Vegas, if you have enough skill level you can choose the dialog option to resolve the conflict using the skill. I've recorded two GIFs with different characters: The first character, Ash, has Intimidation 4 and Lie 3 so she can threat Alpha and lie about the safe-conduct for the toll. The second character, Chloe, has Seduction 3 and Persuasion 3 so she can resolve the conflict with different skills.
Still there's a lot of work to do with quests. I have to integrate combat with the quests so you can fight your way out of conflicts. Also I have to add a different route for stealth in each level so you can avoid combat using sneaking, lockpicking and hacking. And drinking blood, which is a pivotal aspect of the game and can be used on almost any NPC of the game. Lastly, it would be nice to have the character sheet fully funcional so I can show the character stats more easily. For now, I only have a quick mockup of the character sheet.
Hopefully, I'll add some of these features in the second iteration of the quest prototype.