Quests that are based around a companion to a player.
The goals of some game are expressed as diegetic missions and called quests. A special case of these are Companion Quests which focus not on players but on the NPCs that are followers to the player.
Using the pattern
The main reason for introducing Companion Quests in games is to provide Predetermined Story Structures for Companions that players can explore. The actual design simply relies on creating Quests for Companions. Specific for them is how players should become aware of the quest opportunities since the Companions typically already are following the players when the Companion Quests should become possible. Specific events or coming to locations are examples of what can trigger the start of Companion Quests.
As stated above, Companion Quests are used to create Predetermined Story Structures. As such, the pattern is a Narration Pattern besides a Goal Pattern. Companion Quests often consist of Goal Hierarchies that tie together several individual Quests. This either to pace the Quests with other Predetermined Story Structures in a game or because the whole story arc for the Companions would become too long for one Quest.
The outcome of Companion Quests can be used to influence which particular ending players should get. In doing so, the pattern can affect Multiple Endings and can stress that gameplay Actions Have Diegetically Social Consequences.
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
New pattern created in this wiki.