Difference between revisions of "Sidequests"

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(Examples)
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=== Examples ===
 
=== Examples ===
[[Sidequests]] are most commonly found in [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] since they usually have extensive worlds and storylines. Examples of such games include the [[Dragon Age series]], the [[Elder Scroll series]], and the [[Fallout series]]. The [[S.T.A.L.K.E.R. series]] is an example of a [[:Category:FPS Games|First-Person Shooter]] using [[Sidequests]].
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[[Sidequests]] are most commonly found in [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] since they usually have extensive worlds and storylines. Examples of such games include the [[Dragon Age series]], the [[Elder Scrolls series]], and the [[Fallout series]]. The [[S.T.A.L.K.E.R. series]] is an example of a [[:Category:FPS Games|First-Person Shooter]] using [[Sidequests]].
  
 
== Using the pattern ==
 
== Using the pattern ==

Revision as of 07:28, 20 June 2011

Quests that are optional to a game's main quest structure.

Games that are built around players solving quests can have several types of quests. Sidequests are the ones that are not part of a larger main quest but instead are optional.

Examples

Sidequests are most commonly found in Computer-based Roleplaying Games since they usually have extensive worlds and storylines. Examples of such games include the Dragon Age series, the Elder Scrolls series, and the Fallout series. The S.T.A.L.K.E.R. series is an example of a First-Person Shooter using Sidequests.

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Character Defining Actions, Freedom of Choice, Optional Goals, Quests, Replayability, Supporting Goals

Can Modulate

Companions, Main Quest

Can Be Instantiated By

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Can Be Modulated By

Hierarchy of Goals

Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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