Advanced Quest Creation
I love how simple everything is to use and understand. It was a snap to get started and very intuitive.
But parts of me wants to be able to go into my secret lab and use more advanced tools (they could be optional to prevent overwhelm at first) to create more sophisticated quest lines. I want to be able to create a quest chain, where completing one quest unlocks the next. This would allow me to craft goals, but see them only as bite size, keep me encouraged to keep moving forward and not let a huge list of every quest I know I'll eventually need to complete but am not ready to do yet bring me down. I would also LOVE to be able to define random quests, that aren't always there but pop up with a frequency I can decide. This would make the quests seem more fresh and engaging and gamelike, instead of turning into a giant to-do list. I would feel very motivated by an array of ever changing quests, that went AWAY once I completed them but came back now and again so I don't forget to keep working on them.
Just my two cents. Optional advanced tools for creating quest chains would be thrilling. I would love to be able to do the same for other people, too.
We’re having a gigantic meeting about how to make Power Packs more awesome, and are definitely considering enabling people to create their own Power Packs. It’s quite tricky/costly to develop, though, so we’re considering a model where you could pay some small amount of money to create your own Power Pack (complete with custom quest sequences, power-ups, bad guys, and icons), and then a slightly larger amount of money to create a Power Pack that you could then share with your friends and family.
In terms of random quests – we love that idea too! We’ll definitely be discussing it at our meeting :)
This was mentioned and responded to 3 years ago. This is an issue that defines whether or not I use the system at all. We should have agency over the power packs.
Eileen Denz commented
As a interim step, could we at least link one or more existing quests to self-created achievements?
I would happily pay for this service. It would make the game even more fun than it already is.
Is it still under review?
MetalMary Hamer commented
Is this still under review? Any plans to move forward with it?
I definitely would not mind this being combined with the Kickstarter/funding suggestion. Open up to funding, get supporters, and add this as one of the features. But it paid or not.
I would pay for the feature (depending on price). Overwhelm is a HUGE factor with depression, anxiety etc and being able to create your own Power Packs & progressive quests would really help with this.
If you'd have to pay for it, please do it with some system that's Europe-friendly (: Like Ideal, and not only paypal or credit card stuff. That would be a reason for me to not do it.
But I must say I don't find the idea of having to pay for it very appealing, especially when it's monthly (and not just one time).
Maybe you could think of something else to support it? Like ads (I'd rather have ads then paying for it), or having to do certain actions like having a certain amount of points, sharing stuff on facebook/twitter.
Paying more to be able to share it wouldn't work I guess, because you share it for others and not for yourself. You should get paid for making packages instead of the other way around :P
But please if you have to pay (which I understand because this costs a lot of money), make it a one time only pay and not monthly... :)
And after all this commenting, I really want to say thank you that everything is free so far!
Paul Cline commented
Please turn your revenue model around. Let creators create as many Power Packs as they want. Then let users buy custom Power Packs and share revenue between the game developer and the power pack developer. More content, better engagement, more revenue.
Maybe use credits for micropayments. Users could buy hero themed superbetter credits in bulk and then use them to acquire custom or add-on content. If revenue is stable users could earn superbetter credits by succeeding in their quests or by inviting new users, could gift superbetter credits to the allies, etc.
Kimberly Genly commented
Personally I would find this so helpful I'd be more than willing to pay for it, especially if the rate was low. Was there anything decided in your big meeting? :)
Yes! Random quests with a set frequency would be great and keep things less expected. Setting the days quests appear on is very much like a looming to-do list and when I have to manually change the days I feel like an avoider and a poor planner.
I wouldn't pay for content I create on my own - this seems rather odd.
Instead I'd suggest that people who create their own quest lines and power packs make them (non-mandatory) available for the community. The community can then reward all the brilliant ideas that helped them reaching their goals by spending tiny amounts of money which go directly to the game development team.
This kind of micropayment should work excellent. We wouldn't create quests to earn money or reward 'quest givers', but reward the game itself for being generously helping us with our challenges.
I definitely agree with Kimberly, and was about to suggest something similar myself. However, charging me to make my OWN content would be an incredible turn off, and would result in me leaving the website.
Jason Lay commented
I agree completely with the first comment from Dennis. Players would be stoked to be quest designers/dungeon masters of their own lives, and to be able to share those quests with others. I also imagine a rating system where people can review user-created quest packs and report on the changes that happened in their life. The question of monetization is an interesting one because charging to create the packs could dampen and deter what I imagine would be a deluge of user creativity. Perhaps creation of quests could stay free and premium quest packs that have been developed by experts and rigorously reviewed by an editorial board could be made available for purchase. Through Jane McGonigal's connection to TED, she has a potentially unlimited resource pool to call on.
In particular, I see healthcare professionals of different strokes being very interested in SuperBetter. The potential for hands-off delivery and training of health-promoting habits and attitudes is tremendous using this gaming model. I myself am an acupuncture student, and I can think of all kinds of different ways it could be used to teach the principles of living seasonally and paying attention to subtle signs in the body that indicate the very beginning of physiological imbalance. I so look forward to seeing how this evolves.
Dennis Frye commented
As far as monetizing the game, having users able to create their own Advanced Quest would save work on the companies end. User generated content is a gold mind if just adding into the TOS that any 'quests created' become SB's content basically. The user community would be thrilled to design their own quests that then get passed around and featured, think Little Big Planet. Also speaking for myself I would not mind a payment type option for a well designed game but can offset that by allowing players to earn 'credits' by adding to the game. So if a player designs a Power Pack that then gets used and voted on (up/down) system, they could accumulate credits towards real $ spent on the game. Some users are very computer/game savvy and an invaluable resource for producing for this game.
I would find Advance Quest Creation useful as well. I am seeing several docs & specialists who have given me daily, short-term, & long-term goals and I would like to create my own PowerPack with these ... unlocking as I go.
The option to share or allow these custom PowerPacks to be viewable to the greater SuperBetter community might also be useful to others (but not where meds or supplements are involved).
BRILLIANT suggestions! I recently downloaded a power pack and really liked how completion of one quest can unlock another. Being able to do that at the individual level would be great. Equally awesome is the suggestion for random/sporadic quests. One of the best things about having allies is the excitement that comes with a new suggestion pops up out of the blue. It's highly motivating and would be a great addition at the individual level as well.