Difference between revisions of "Sidequests"
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== Using the pattern == | == Using the pattern == | ||
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+ | [[Hierarchy of Goals]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Character Defining Actions]], | ||
+ | [[Freedom of Choice]], | ||
+ | [[Optional Goals]], | ||
+ | [[Quests]], | ||
+ | [[Replayability]], | ||
+ | [[Supporting Goals]] | ||
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+ | === Can Modulate === | ||
+ | [[Companions]], | ||
+ | [[Main Quest]] | ||
== Relations == | == Relations == |
Revision as of 07:31, 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.
Contents
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
Can Instantiate
Character Defining Actions, Freedom of Choice, Optional Goals, Quests, Replayability, Supporting Goals
Can Modulate
Relations
Can Instantiate
Character Defining Actions, Freedom of Choice, Optional Goals, Quests, Replayability, Supporting Goals
Can Modulate
Can Be Instantiated By
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Can Be Modulated By
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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