Difference between revisions of "Companion Quests"
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[[Category:Needs examples]] | [[Category:Needs examples]] | ||
[[Category:Needs references]] | [[Category:Needs references]] | ||
[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
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[[Category:To be Published]] | [[Category:To be Published]] | ||
− | + | ''Quests that are based around a companion to a player.'' | |
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− | + | 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. | |
=== Examples === | === Examples === | ||
− | + | The [[Dragon Age series]] and the [[Fallout series]] are examples of games that have [[Companion Quests]]. | |
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== Using the pattern == | == 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]]. | ||
− | === | + | === Narration Aspects === |
+ | As stated above, [[Companion Quests]] are used to create [[Predetermined Story Structures]]. As such, the pattern is a [[:Category:Narration Patterns|Narration Pattern]] besides a [[:Category:Goal Patterns|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 [[Quests|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]]. | |
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== Consequences == | == Consequences == | ||
+ | [[Companion Quests]] are [[Quests]], or more specifically [[Sidequests]] which makes them into [[Optional Goals]]. It can give the [[Companions]] they focus on an [[Open Destiny]]. | ||
== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
− | + | [[Actions Have Diegetically Social Consequences]], | |
− | + | [[Open Destiny]], | |
− | + | [[Optional Goals]], | |
+ | [[Predetermined Story Structures]], | ||
+ | [[Quests]], | ||
+ | [[Sidequests]] | ||
=== Can Modulate === | === Can Modulate === | ||
− | + | [[Companions]] | |
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | + | [[Goal Hierarchies]], | |
+ | [[Multiple Endings]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === |
Latest revision as of 16:12, 3 October 2016
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.
Contents
Examples
The Dragon Age series and the Fallout series are examples of games that have Companion Quests.
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.
Narration Aspects
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.
Consequences
Companion Quests are Quests, or more specifically Sidequests which makes them into Optional Goals. It can give the Companions they focus on an Open Destiny.
Relations
Can Instantiate
Actions Have Diegetically Social Consequences, Open Destiny, Optional Goals, Predetermined Story Structures, Quests, Sidequests
Can Modulate
Can Be Instantiated By
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Can Be Modulated By
Goal Hierarchies, Multiple Endings
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
Mark Childs