Database schema naming conventions and common mistakes? - database

(https://i.stack.imgur.com/VYkV6.png) :
I'm asked to design a relational database to keep data to answer clinic operation queries such as:
● List the patient appointments for each doctor for a given date.
● When a patient rings to make an appointment, give the available time slots for a given date.
● Retrieve the address of patients to send notices via mail services.
I have one database schema of one relation as shown below, but I was wondering whether there were any mistakes I've made?
ABC(doc-name, doc-gender, registration_num, qualification, pat-name, pat-gender, DOB, address, phone-num, appoint-date, appoint-time, type)
Is the use of words such as date and the use of hyphens generally discouraged? Are there any other weaknesses in my design?
Thank you

So, that's not a schema or a design. Not for a relational database, which, based on the tags for the question, is what you're looking for. That's the storage definition for an ID/Value style of database. If you're looking for actual relational storage, you should be building out those relationships through the process of normalization.
For example, let's start at the beginning with doc-name (I am personally not crazy about using hyphens, but it's not a showstopper, so at least on that note, be sure whichever RDBMS you're working with supports them in the name and then you're good to go). If we think about this just from a data entry stand point, we don't want to have to type in the name of the doctor every time we use that doctor. Instead, we'd want to pull that from a list. So, clearly, we can break that apart from the rest of the information. There is the beginning of our normalization process. We can also easily note the fact that a patient is likely to have more than one appointment. Under the current structure, we'd have to re-enter every bit of patient information prior to the appointment. There's another place where we'd break this apart.
There is tons more to this simple example that could be split out and normalized.
I'd suggest you read up on data normalization. My favorite teacher on the subject is Louis Davidson. Here's his book on the topic. Read that and then try to readdress the situation you're facing.
I'm assuming this isn't just homework. If it is, currently, I'd give you an "F". If it isn't, you should track down someone to give you hand with this database design. You won't be able to quickly read Louis' book on the topic and turn around even a rough working design in any reasonable period of time.

I have to second what Grant said, this is not a relational design at all.
Stop and ask yourself for example what happens if Steven Arrow has to take an afternoon off and update his schedule. You need to be very careful updating the database lest you reassign all his patients.
Spending a total of 5 minutes on this, I see at the very least:
A Doctors table, a Patients Table, and probably a table of open appointment times (which btw, is a bit harder than you think, so you have to give some thought how to handle that and some reading up on tables for scheduling).
That's for starters. I might break out Patients phone numbers to its own table. Why? Well how many columns do you want have for phone numbers? 1? What if they have a work AND home number? Or a Work and Cell and Home? And more.
The concept you're looking for is normal forms. You don't need to go overboard, but generally 3NF is about right.

Related

SQLite database questions, problems with design (indexing/multiple fields)

I use stackoverflow a lot, but this is my first question here, so if i'm doing anything wrong just let me know. I'm not a programmer (I just do programming for my own needs) so I'm open to tutorial suggestions etc. I won't be offended if you just give me something to read and find the answers myself.
OK, to the point - I'm trying to write simple application to track my personal expenses and I have a problem with database design. I'm using VStudio to create the database (SQLite). I attached a diagram with my design and I have some questions.
My SQLite diagram
I don't know exactly how to design "Transactions" table. Fields like Date, Payment Type etc. seems to be easy enough but the idea was to store in this table information about transactions so I need to store multiple products there. I've read about it and created table "Transactions_Products" that will help with that. My problem is : where do I put quantity of products in the transaction? I can't think of a place to put it. I tried to find similar databases but couldn't find anything.
Second thing. I've read about indexing a lot, but I still can't grasp the idea. I don't know when to use it. Should I use it only on fields that I will be "querying" a lot?
Last one - is it better for such a small application just for myself to store my account balance in a separate table or should I just calculate it every time?
As I said, I don't need answers like: "do this, do that". If you just give me some good tutorials/articles I think I can find answers on my own, but I couldn't find it. Maybe I'm searching for it wrong.
Thank you in advance for any information.
where do I put quantity of products in the transaction?
Transactions is a bad table name as it's vague and has multiple meanings. Consider "payments", "purchase invoices", etc. See https://dba.stackexchange.com/questions/12991/ready-to-use-database-models-example/23831#23831 for some existing patterns.
Should I use [indexes] only on fields that I will be "querying" a lot?
There's no free lunch. Indexes take space, and can slow down inserts. Start with indexes on your primary keys (which is the default for SQLite), measure what is slow (looking at query plans) and add indexes if they help and if you have room.
is it better for such a small application just for myself to store my account balance in a separate table or should I just calculate it every time?
For an operational/transactional database like you describe, avoid storing calculated values. SQLite can count numbers quickly :)
Premature optimization is premature. Make it work first with full normalization. If you have performance problems, analyze what is really causing the slow-down and go from there.

db design: efficiency consideration when adding an intermediate class into a Many-Many relationship

I understand an intermediate class is often introduced to capture information in a situation where for example, a team has many players, and a player plays for many teams over the years. The intermediate class introduced is contract with cardinality as shown:
Team -1----N- Contract -N----1- Player
Let's say however that 98% of all queries only want current information and don't care about historical information. Given the name of a player, they want to know information about his current team, and perhaps current contract.
Given the above relationship, should all the contracts always be looked through to find the current one first, and then from there access information about the team? Or should an optimization be made with direct linkage between the player and his current team?
Thanks
If it is assured that there is only one team for each player at given time, you just add
currentTeam column to the Player table and that's it. But remember you must update it every time you update the Contracts table! And it must be done within the transaction, so that the database is kept consistent at any time.
You violate some normal form this way, but you know what and why you are doing that - for efficiency and optimization. I do this trick many times.
This seems to be under the context of some kind of ORM, so I'll run with that. (Even if it isn't, keep reading.)
Objects are useful for modeling complex operations. For example, adding a new Contract causes all sorts of crazy things to happen to both the Team, the Players, and various PayChecks (I made the last one up, but you get the point). This is the perfect kind of thing to be handled in code than in, say, a hideously complex T-SQL stored procedure.
But when it comes to querying, I find that it often makes sense to write a view/SQL statement/projection that is shamelessly tailored to the set of information that you need to perform a function. As long as you do this for reading data, and not for writing it, then you're not really subverting your object model; you are just looking at it a different way, and you're just making a pragmatic observation that most of the time, you only need the information from a IPlayerCurrentContractQuery and not the whole list of Contracts within the Player. Since it is a method that is called a bajillion times, you've written an integration test to make sure that the SQL produces correct results, and you've looked closely at its query plan to make sure that it's not doing awful things like table scans to the database. This commonly-used screen in your app is fast and everyone is happy.
One could make the case that creating such a separate query is a premature optimization, but it probably isn't. I mean, if a player usually only has a few Contracts, then it might not be worth separating out the query and interface. Sucking down all of the Contracts from the database to loop through them and pluck out the current one is going to perform worse than selecting the right one from the database first, but if it's just a handful of Contracts, then a "yeah I'm fully aware it's kinda dumb but it's fast enough" approach is probably good enough, just move on. But if these Contracts stretch back years or are large objects, then separating out the query becomes a no-brainer.
If that starts performing badly because of the joins (which is unlikely unless you start seeing significant traffic), then you add a cache. And if that doesn't work due to lots of writes, then you can start denormalizing your database by adding a direct reference. But unless you are writing the next Facebook of baseball then YAGNI, and at that point you're sharding across servers and throwing away most of the benefits of the relational model anyway so who cares.
A similar situation is posed in my answer to this question.
(If this question isn't about ORM, and really is just about modeling how the tables are designed, then you make sure that you have an index that covers the query that selects the current contract--such as start and stop dates--and you are pretty much done unless you have really exceptional scaling requirements as mentioned above. If you're writing a particular set of joins very often, then you might write a function or stored procedure to remove the boilerplate.)
That's my brain dump. Hope this helps!
Given the above relationship, should all the contracts always be
looked through to find the current one first, and then from there
access information about the team?
A modern query optimizer will use the most selective index first. Assuming that player_id is in that index in a usable position, the optimizer will probably find all the rows for that player first--and there won't be many, right?--then do another index scan on the contract dates to find the current contract.
If I were you, I'd create a view that returns only the "current" rows. Let application code run against that view.

What are the arguments against merging contact details into a single field?

We have a customer that insists on putting contact details, at this time first and last names, into a single field. Take, for example, Mr. Bob Smith and Mrs. Jane Smith. Mr. Bob and Mrs. Jane would be entered into the first name field and Smith would be entered into the last name. It gets messier if the contacts have different last names or if there is a hyphenated name. The customer only wants one contact record so they came up with this system and implemented it on their own.
Our system is designed around contacts and each individual person is intended to be an individual contact, even married. Due to some of the attributes we must assign to people and notes we need to keep, a contact-centric approach is best. The above issue occurs in about 1/3 of the cases we handle.
Internally, my team has discussed how to sell the customer on using the database the way it was designed. We listed form letters and contact lists as being the main reasons for keeping the data clean and in the fields we designed. For example, using our recommendation, the customer will have much more granular control over form letter creation and sorting of data.
Any suggestions for how we sell this to the customer?
Tell them what they can get out of your system is only as good as what gets put in. If they want to enter inconsistent data, the cost they'll pay down the line is the inability to generate letters or mailing lists in the future.
They may need to learn this lesson the hard way for themselves. I see more problems with switching the names, for example, entering Smith as the first name and Bob as the last.
Also, can you make both fields required?
It sounds like what they want to enter is similar to AddressLine1, AddressLine2. It's just a poor design, I thought you had 2 name fields but they would only enter data in one of them (the first name).
All you can do it try to help them when they ask for it. They'll get the system they deserve.
Just show your customer the normal forms for database design:
> http://www.phlonx.com/resources/nf3/
Tell him that these normal forms are designed to make the database more manageable over time and make it more flexible.
Can't you just create a view that holds First and Last name together? For some servers you can also create editable views... So your customer will be happy and data will be stored normalized.
I'd try to put it in terms of money and time. You're going to spend more time trying to keep duplicates out of a db with their design, more time building relevant reports or queries (constantly having to parse a block name field... do they want address all in one too?!?), more money to scrub the data (either themselves or someone else) if they ever want to send the data to a third party for analysis and metrics.
It sounds like they don't want to let go of their design, maybe partly because they understand it. You may want to try and meet them halfway somehow at first, and involve them in the process of making incremental improvements to the design. That way they can see and understand the benefits that right now may just be over their head, pushing them out of their comfort zone. They have to trust you with their baby :)
The best argument is that you won't be responsible for the behavior of the database unless they put things where they belong.
If they want to make a single mailing to each "household", then I'm sure your app can do that. (Probably already does.) Y'all just have to come to terms on what "household" means. Since there may be rented rooms or long-term guests, it doesn't always mean "only one mailing piece per address".
FWIW, I've been doing this stuff for decades, and I still find doctors and attorneys (and their staffs) the hardest people to deal with. One time, I walked out of a meeting (and, of course, lost the chance to bid on the contract) when a doctor's IT guy stood up, pounded his fist on the table, and screamed at me over and over, "Doctors are not people! Doctors are not people!".

Serializing data into a single text field - denormalization gone too far?

I'd love some opinions on whether this database design I'm currently pursuing is sound or not.
Lets assume I'm building a table called "Home", this table has a text field called "rooms". In this field is the serialized data for a set of rooms that this house has. My first instinct was to, of course, normalize this data into a separate "Rooms" table. However, due to some frustrating experiences with overly normalized databases in the past, I stopped to ask myself a few questions:
Will I ever need to find a specific room?
Will I ever need to update an individual room?
Will any Home records ever share Room records?
The answer to each of these questions is "no". Room records are all unique to each Home. Queries will never need to be performed to find out how many Homes in the database have bathrooms, for instance. Data will always be pulled from the perspective of the Home. The number of bedrooms and bathrooms will be explicitly stored on the Home record for searching.
So instead of having to constantly join Rooms, I wondered what would be the harm in serializing this data and just popping it into a text field.
This makes a lot of sense to me, but I'm hoping for a sanity check. Thanks for any input!
A pragmatic answer...
a) probability that you might want to decompose it in the future
b) benefit of not doing so now
c) cost of changing the schema later on.
If a * c > b then you should decompose now.
Well, you might not have a need TODAY to query to find out things like:
What is the average number of bathrooms in a home in Ohio?
Where do homes have more bedrooms? The East Coast or the West Coast?
How does house price correlate with the size of the master bedroom? What would be the average dollar value return of increasing the master bedroom size by 30%?
etc, etc.
You will be in a much better position in the future if you design your foundation correctly to begin with... no matter how enticing the short-cut may seem right now.
Plus, with a separate ROOMS table, you will be able to add additional room fields that make sense later (like width/height, color, floor level, etc.) which would all be very hard if the data were just globbed into a single field.
People will want to query in unexpected ways, like:
I have bad knees. Can you list houses with the master bedroom and master bathroom on the first floor?
In general, having a ROOMS table will just make your application more powerful, and easier to use.
Hey, I get what you're saying about "overly normalized data". We've all been there, and it DOES bite. However, having a ROOMS table in a database with housing info isn't being "overly normalized". It's just building the app the right way.
In addition to what others have said about doing the right thing, I would like to add a comment about performance.
Since you will be storing the serialized room data as a column in table Home, the row size will increase significantly. This will result in worse performance for all other queries.
Well, you say that room records are unique, but you can't enforce that. So you have no way to know this for sure in your current design: all your code should be perfect in representing this.
"constantly joining" isn't that hard to do, but if it is, you can always make a View for that, and you're done.

Designing tables for storing various requirements and stats for multiplayer game

Original Question:
Hello,
I am creating very simple hobby project - browser based multiplayer game. I am stuck at designing tables for storing information about quest / skill requirements.
For now, I designed my tables in following way:
table user (basic information about users)
table stat (variety of stats)
table user_stats (connecting each user with stats)
Another example:
table monsters (basic information about npc enemies)
table monster_stats (connecting monsters with stats, using the same stat table from above)
Those were the simple cases. I must admit, that I am stuck while designing requirements for different things, e.g quests. Sample quest A might have only minimum character level requirement (and that is easy to implement) - but another one, quest B has multitude of other reqs (finished quests, gained skills, possessing specific items, etc) - what is a good way of designing tables for storing this kind of information?
In a similar manner - what is an efficient way of storing information about skill requirements? (specific character class, min level, etc).
I would be grateful for any help or information about creating database driven games.
Edit:
Thank You for the answers, yet I would like to receive more. As I am having some problems designing an rather complicated database layout for craftable items, I am starting a max bounty for this question.
I would like to receive links to articles / code snippets / anything connected with best practices of designing databases for storing game data (an good example of this kind of information is availibe on buildingbrowsergames.com).
I would be grateful for any help.
I'll edit this to add as many other pertinent issues as I can, although I wish the OP would address my comment above. I speak from several years as a professional online game developer and many more years as a hobbyist online game developer, for what it's worth.
Online games imply some sort of persistence, which means that you have broadly two types of data - one is designed by you, the other is created by the players in the course of play. Most likely you are going to store both in your database. Make sure you have different tables for these and cross-reference them properly via the usual database normalisation rules. (eg. If your player crafts a broadsword, you don't create an entire new row with all the properties of a sword. You create a new row in the player_items table with the per-instance properties, and refer to the broadsword row in the item_types table which holds the per-itemtype properties.) If you find a row of data is holding some things that you designed and some things that the player is changing during play, you need to normalise it out into two tables.
This is really the typical class/instance separation issue, and applies to many things in such games: a goblin instance doesn't need to store all the details of what it means to be a goblin (eg. green skin), only things pertinent to that instance (eg. location, current health). Some times there is a subtlety to the act of construction, in that instance data needs to be created based on class data. (Eg. setting a goblin instance's starting health based upon a goblin type's max health.) My advice is to hard-code these into your code that creates the instances and inserts the row for it. This information only changes rarely since there are few such values in practice. (Initial scores of depletable resources like health, stamina, mana... that's about it.)
Try and find a consistent terminology to separate instance data from type data - this will make life easier later when you're patching a live game and trying not to trash the hard work of your players by editing the wrong tables. This also makes caching a lot easier - you can typically cache your class/type data with impunity because it only ever changes when you, the designer, pushes new data up there. You can run it through memcached, or consider loading it all at start up time if your game has a continuous process (ie. is not PHP/ASP/CGI/etc), etc.
Remember that deleting anything from your design-side data is risky once you go live, since player-generated data may refer back to it. Test everything thoroughly locally before deploying to the live server because once it's up there, it's hard to take it down. Consider ways to be able to mark rows of such data as removed in a safe fashion - maybe a boolean 'live' column which, if set to false, means it just won't show up in the typical query. Think about the impact on players if you disable items they earned (and doubly if these are items they paid for).
The actual crafting side can't really be answered without knowing how you want to design your game. The database design must follow the game design. But I'll run through a trivial idea. Maybe you will want to be able to create a basic object and then augment it with runes or crystals or whatever. For that, you just need a one-to-many relationship between item instance and augmentation instance. (Remember, you might have item type and augmentation type tables too.) Each augmentation can specify a property of an item (eg. durability, max damage done in combat, weight) and a modifier (typically as a multiplier, eg. 1.1 to add a 10% bonus). You can see my explanation for how to implement these modifying effects here and here - the same principles apply for temporary skill and spell effects as apply for permanent item modification.
For character stats in a database driven game, I would generally advise to stick with the naïve approach of one column (integer or float) per statistic. Adding columns later is not a difficult operation and since you're going to be reading these values a lot, you might not want to be performing joins on them all the time. However, if you really do need the flexibility, then your method is fine. This strongly resembles the skill level table I suggest below: lots of game data can be modelled in this way - map a class or instance of one thing to a class or instance of other things, often with some additional data to describe the mapping (in this case, the value of the statistic).
Once you have these basic joins set up - and indeed any other complex queries that result from the separation of class/instance data in a way that may not be convenient for your code - consider creating a view or a stored procedure to perform them behind the scenes so that your application code doesn't have to worry about it any more.
Other good database practices apply, of course - use transactions when you need to ensure multiple actions happen atomically (eg. trading), put indices on the fields you search most often, use VACUUM/OPTIMIZE TABLE/whatever during quiet periods to keep performance up, etc.
(Original answer below this point.)
To be honest I wouldn't store the quest requirement information in the relational database, but in some sort of script. Ultimately your idea of a 'requirement' takes on several varying forms which could draw on different sorts of data (eg. level, class, prior quests completed, item possession) and operators (a level might be a minimum or a maximum, some quests may require an item whereas others may require its absence, etc) not to mention a combination of conjunctions and disjunctions (some quests require all requirements to be met, whereas others may only require 1 of several to be met). This sort of thing is much more easily specified in an imperative language. That's not to say you don't have a quest table in the DB, just that you don't try and encode the sometimes arbitrary requirements into the schema. I'd have a requirement_script_id column to reference an external script. I suppose you could put the actual script into the DB as a text field if it suits, too.
Skill requirements are suited to the DB though, and quite trivial given the typical game system of learning skills as you progress through levels in a certain class:
table skill_levels
{
int skill_id FOREIGN KEY;
int class_id FOREIGN KEY;
int min_level;
}
myPotentialSkillList = SELECT * FROM skill_levels INNER JOIN
skill ON skill_levels.skill_id = skill.id
WHERE class_id = my_skill
ORDER BY skill_levels.min_level ASC;
Need a skill tree? Add a column prerequisite_skill_id. And so on.
Update:
Judging by the comments, it looks like a lot of people have a problem with XML. I know it's cool to bash it now and it does have its problems, but in this case I think it works. One of the other reasons that I chose it is that there are a ton of libraries for parsing it, so that can make life easier.
The other key concept is that the information is really non-relational. So yes, you could store the data in any particular example in a bunch of different tables with lots of joins, but that's a pain. But if I kept giving you a slightly different examples I bet you'd have to modify your design ad infinitum. I don't think adding tables and modifying complicated SQL statements is very much fun. So it's a little frustrating that #scheibk's comment has been voted up.
Original Post:
I think the problem you might have with storing quest information in the database is that it isn't really relational (that is, it doesn't really fit easily into a table). That might be why you're having trouble designing tables for the data.
On the other hand, if you put your quest information directly into code, that means you'll have to edit the code and recompile each time you want to add a quest. Lame.
So if I was you I might consider storing my quest information in an XML file or something similar. I know that's the generic solution for just about anything, but in this case it sounds right to me. XML is really made for storing non-relation and/or hierarchical data, just like the stuff you need to store for your quest.
Summary: You could come up with your own schema, create your XML file, and then load it at run time somehow (or even store the XML in the database).
Example XML:
<quests>
<quest name="Return Ring to Mordor">
<characterReqs>
<level>60</level>
<finishedQuests>
<quest name="Get Double Cheeseburger" />
<quest name="Go to Vegas for the Weekend" />
</finishedQuests>
<skills>
<skill name="nunchuks" />
<skill name="plundering" />
</skills>
<items>
<item name="genie's lamp" />
<item name="noise cancelling headphones for robin williams' voice />
</items>
</characterReqs>
<steps>
<step number="1">Get to Mordor</step>
<step number="2">Throw Ring into Lava</step>
<step number="3">...</step>
<step number="4">Profit</step>
</steps>
</quest>
</quests>
It sounds like you're ready for general object oriented design (OOD) principles. I'm going to purposefully ignore the context (gaming, MMO, etc) because that really doesn't matter to how you do a design process. And me giving you links is less useful than explaining what terms will be most helpful to look up yourself, IMO; I'll put those in bold.
In OOD, the database schema comes directly from your system design, not the other way around. Your design will tell you what your base object classes are and which properties can live in the same table (the ones in 1:1 relationship with the object) versus which to make mapping tables for (anything with 1:n or n:m relationships - for exmaple, one user has multiple stats, so it's 1:n). In fact, if you do the OOD correctly, you will have zero decisions to make regarding the final DB layout.
The "correct" way to do any OO mapping is learned as a multi-step process called "Database Normalization". The basics of which is just as I described: find the "arity" of the object relationships (1:1, 1:n,...) and make mapping tables for the 1:n's and n:m's. For 1:n's you end up with two tables, the "base" table and a "base_subobjects" table (eg. your "users" and "user_stats" is a good example) with the "foreign key" (the Id of the base object) as a column in the subobject mapping table. For n:m's, you end up with three tables: "base", "subobjects", and "base_subobjects_map" where the map has one column for the base Id and one for the subobject Id. This might be necessary in your example for N quests that can each have M requirements (so the requirement conditions can be shared among quests).
That's 85% of what you need to know. The rest is how to handle inheritance, which I advise you to just skip unless you're masochistic. Now just go figure out how you want it to work before you start coding stuff up and the rest is cake.
The thread in #Shea Daniel's answer is on the right track: the specification for a quest is non-relational, and also includes logic as well as data.
Using XML or Lua are examples, but the more general idea is to develop your own Domain-Specific Language to encode quests. Here are a few articles about this concept, related to game design:
The Whimsy Of Domain-Specific Languages
Using a Domain Specific Language for Behaviors
Using Domain-Specific Modeling towards Computer Games Development Industrialization
You can store the block of code for a given quest into a TEXT field in your database, but you won't have much flexibility to use SQL to query specific parts of it. For instance, given the skills a character currently has, which quests are open to him? This won't be easy to query in SQL, if the quest prerequisites are encoded in your DSL in a TEXT field.
You can try to encode individual prerequisites in a relational manner, but it quickly gets out of hand. Relational and object-oriented just don't go well together. You can try to model it this way:
Chars <--- CharAttributes --> AllAttributes <-- QuestPrereqs --> Quests
And then do a LEFT JOIN looking for any quests for which no prereqs are missing in the character's attributes. Here's pseudo-code:
SELECT quest_id
FROM QuestPrereqs
JOIN AllAttributes
LEFT JOIN CharAttributes
GROUP BY quest_id
HAVING COUNT(AllAttributes) = COUNT(CharAttributes);
But the problem with this is that now you have to model every aspect of your character that could be a prerequisite (stats, skills, level, possessions, quests completed) as some kind of abstract "Attribute" that fits into this structure.
This solves this problem of tracking quest prerequisites, but it leaves you with another problem: the character is modeled in a non-relational way, essentially an Entity-Attribute-Value architecture which breaks a bunch of relational rules and makes other types of queries incredibly difficult.
Not directly related to the design of your database, but a similar question was asked a few weeks back about class diagram examples for an RPG
I'm sure you can find something useful in there :)
Regarding your basic structure, you may (depending on the nature of your game) want to consider driving toward convergence of representation between player character and non-player characters, so that code that would naturally operate the same on either doesn't have to worry about the distinction. This would suggest, instead of having user and monster tables, having a character table that represents everything PCs and NPCs have in common, and then a user table for information unique to PCs and/or user accounts. The user table would have a character_id foreign key, and you could tell a player character row by the fact that a user row exists corresponding to it.
For representing quests in a model like yours, the way I would do it would look like:
quest_model
===============
id
name ['Quest for the Holy Grail', 'You Killed My Father', etc.]
etc.
quest_model_req_type
===============
id
name ['Minimum Level', 'Skill', 'Equipment', etc.]
etc.
quest_model_req
===============
id
quest_id
quest_model_req_type_id
value [10 (for Minimum Level), 'Horseback Riding' (for Skill), etc.]
quest
===============
id
quest_model_id
user_id
status
etc.
So a quest_model is the core definition of the quest structure; each quest_model can have 0..n associated quest_model_req rows, which are requirements specific to that quest model. Every quest_model_req is associated with a quest_model_req_type, which defines the general type of requirement: achieving a Minimum Level, having a Skill, possessing a piece of Equipment, and so on. The quest_model_req also has a value, which configures the requirement for this specific quest; for example, a Minimum Level type requirement might have a value of 20, meaning you must be at least level 20.
The quest table, then, is individual instances of quests that players are undertaking or have undertaken. The quest is associated with a quest_model and a user (or perhaps character, if you ever want NPCs to be able to do quests!), and has a status indicating where the progress of the quest stands, and whatever other tracking turns out useful.
This is a bare-bones structure that would, of course, have to be built out to accomodate the needs of particular games, but it should illustrate the direction I'd recommend.
Oh, and since someone else threw around their credentials, mine are that I've been a hobbyist game developer on live, public-facing projects for 16 years now.
I'd be extremely careful of what you actually store in a DB, especially for an MMORPG. Keep in mind, these things are designed to be MASSIVE with thousands of users, and game code has to execute excessively quickly and send a crap-ton of data over the network, not only to the players on their home connections but also between servers on the back-end. You're also going to have to scale out eventually and databases and scaling out are not two things that I feel mix particularly well, particularly when you start sharding into different regions and then adding instance servers to your shards and so on. You end up with a whole lot of servers talking to databases and passing a lot of data, some of which isn't even relevant to the game at all (SQL text going to a SQL server is useless network traffic that you should cut down on).
Here's a suggestion: Limit your SQL database to storing only things that will change as players play the game. Monsters and monster stats will not change. Items and item stats will not change. Quest goals will not change. Don't store these things in a SQL database, instead store them in the code somewhere.
Doing this means that every server that ever lives will always know all of this information without ever having to query a database. Now, you don't store quests at all, you just store accomplishments of the player and the game programatically determines the affects of those quests being completed. You don't waste data transferring information between servers because you're only sending event ID's or something of that nature (you can optimize the data you pass by only using just enough bits to represent all the event ID's and this will cut down on network traffic. May seem insignificant but nothing is insignificant in massive network apps).
Do the same thing for monster stats and item stats. These things don't change during gameplay so there's no need to keep them in a DB at all and therefore this information NEVER needs to travel over the network. The only thing you store is the ID of the items or monster kills or anything like that which is non-deterministic (i.e. it can change during gameplay in a way which you can't predict). You can have dedicated item servers or monster stat servers or something like that and you can add those to your shards if you end up having huge numbers of these things that occupy too much memory, then just pass the data that's necessary for a particular quest or area to the instance server that is handling that thing to cut down further on space, but keep in mind that this will up the amount of data you need to pass down the network to spool up a new instance server so it's a trade-off. As long as you're aware of the consequences of this trade-off, you can use good judgement and decide what you want to do. Another possibility is to limit instance servers to a particular quest/region/event/whatever and only equip it with enough information to the thing it's responsible for, but this is more complex and potentially limits your scaling out since resource allocation will become static instead of dynamic (if you have 50 servers of each quest and suddenly everyone goes on the same quest, you'll have 49 idle servers and one really swamped server). Again, it's a trade-off so be sure you understand it and make good choices for your application.
Once you've identified exactly what information in your game is non-deterministic, then you can design a database around that information. That becomes a bit easier: players have stats, players have items, players have skills, players have accomplishments, etc, all fairly easy to map out. You don't need descriptions for things like skills, accomplishments, items, etc, or even their effects or names or anything since the server can determine all that stuff for you from the ID's of those things at runtime without needing a database query.
Now, a lot of this probably sounds like overkill to you. After all, a good database can do queries very rapidly. However, your bandwidth is extremely precious, even in the data center, so you need to limit your use of it to only what is absolutely necessary to send and only send that data when it's absolutely necessary that it be sent.
Now, for representing quests in code, I would consider the specification pattern (http://en.wikipedia.org/wiki/Specification_pattern). This will allow you to easily build up quest goals in terms of what events are needed to ensure that the specification for completing that quest is met. You can then use LUA (or something) to define your quests as you build the game so that you don't have to make massive code changes and rebuild the whole damn thing to make it so that you have to kill 11 monsters instead of 10 to get the Sword of 1000 truths in a particular quest. How to actually do something like that I think is beyond the scope of this answer and starts to hit the edge of my knowledge of game programming so maybe someone else on here can help you out if you choose to go that route.
Also, I know I used a lot of terms in this answer, please ask if there are any that you are unfamiliar with and I can explain them.
Edit: didn't notice your addition about craftable items. I'm going to assume that these are things that a player can create specifically in the game, like custom items. If a player can continually change these items, then you can just combine the attributes of what they're crafted as at runtime but you'll need to store the ID of each attribute in the DB somewhere. If you make a finite number of things you can add on (like gems in Diablo II) then you can eliminate a join by just adding that number of columns to the table. If there are a finite number of items that can be crafted and a finite number of ways that differnet things can be joined together into new items, then when certain items are combined, you needn't store the combined attributes; it just becomes a new item which has been defined at some point by you already. Then, they just have that item instead of its components. If you clarify the behavior your game is to have I can add additional suggestions if that would be useful.
I would approach this from an Object Oriented point of view, rather than a Data Centric point of view. It looks like you might have quite a lot of (poss complex) objects - I would recommend getting them modeled (with their relationships) first, and relying on an ORM for persistence.
When you have a data-centric problem, the database is your friend. What you have done so far seems to be quite right.
On the other hand, the other problems you mention seem to be behaviour-centric. In this case, an object-oriented analisys and solution will work better.
For example:
Create a quest class with specificQuest child classes. Each child should implement a bool HasRequirements(Player player) method.
Another option is some sort of rules engine (Drools, for example if you are using Java).
If i was designing a database for such a situation, i might do something like this:
Quest
[quest properties like name and description]
reqItemsID
reqSkillsID
reqPlayerTypesID
RequiredItems
ID
item
RequiredSkills
ID
skill
RequiredPlayerTypes
ID
type
In this, the ID's map to the respective tables then you retrieve all entries under that ID to get the list of required items, skills, what have you. If you allow dynamic creation of items then you should have a mapping to another table that contains all possible items.
Another thing to keep in mind is normalization. There's a long article here but i've condensed the first three levels into the following more or less:
first normal form means that there are no database entries where a specific field has more than one item in it
second normal form means that if you have a composite primary key all other fields are fully dependent on the entire key not just parts of it in each table
third normal is where you have no non-key fields that are dependent on other non-key fields in any table
[Disclaimer: i have very little experience with SQL databases, and am new to this field. I just hope i'm of help.]
I've done something sort of similar and my general solution was to use a lot of meta data. I'm using the term loosely to mean that any time I needed new data to make a given decision(allow a quest, allow using an item etc.) I would create a new attribute. This was basically just a table with an arbitrary number of values and descriptions. Then each character would have a list of these types of attributes.
Ex: List of Kills, Level, Regions visited, etc.
The two things this does to your dev process are:
1) Every time there's an event in the game you need to have a big old switch block that checks all these attribute types to see if something needs updating
2) Everytime you need some data, check all your attribute tables BEFORE you add a new one.
I found this to be a good rapid development strategy for a game that grows organically(not completely planned out on paper ahead of time) - but it's one big limitation is that your past/current content(levels/events etc) will not be compatible with future attributes - i.e. that map won't give you a region badge because there were no region badges when you coded it. This of course requires you to update past content when new attributes are added to the system.
just some little points for your consideration :
1) Always Try to make your "get quest" requirements simple.. and "Finish quest" requirements complicated..
Part1 can be done by "trying to make your quests in a Hierarchical order":
example :
QuestA : (Kill Raven the demon) (quest req: Lvl1)
QuestA.1 : Save "unkown" in the forest to obtain some info.. (quest req : QuestA)
QuestA.2 : Craft the sword of Crystal ... etc.. (quest req : QuestA.1 == Done)
QuestA.3 : ... etc.. (quest req : QuestA.2 == Done)
QuestA.4 : ... etc.. (quest req : QuestA.3 == Done)
etc...
QuestB (Find the lost tomb) (quest req : ( QuestA.statues == Done) )
QuestC (Go To the demons Hypermarket) ( Quest req: ( QuestA.statues == Done && player.level== 10)
etc....
Doing this would save you lots of data fields/table joints.
ADDITIONAL THOUGHTS:
if you use the above system, u can add an extra Reward field to ur quest table called "enableQuests" and add the name of the quests that needs to be enabled..
Logically.. you'd have an "enabled" field assigned to each quest..
2) A minor solution for Your crafting problem, create crafting recipes, Items that contains To-be-Crafted-item crafting requirements stored in them..
so when a player tries to craft an item.. he needs to buy a recipe 1st.. then try crafting..
a simple example of such item Desc would be:
ItemName: "Legendary Sword of the dead"
Craftevel req. : 75
Items required:
Item_1 : Blade of the dead
Item_2 : A cursed seal
item_3 : Holy Gemstone of the dead
etc...
and when he presses the "craft" Action, you can parse it and compare against his inventory/craft box...
so Your Crafting DB will have only 1 field (or 2 if u want to add a crafting LvL req. , though it will already be included in the recipe.
ADDITIONAL THOUGHTS:
Such items, can be stored in xml format in the table .. which would make it much easier to parse...
3) A similar XML System can be applied to Your quest system.. to implement quest-ending requirements..

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