Difference between revisions of "Endgame Quests"

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''Quests that can only be taken in the endgame phase of a game, and are designed to provide challenges and rewards relevant to this phase.''
''The one-sentence "definition" that should be in italics.''
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This pattern is a still a stub.
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Some games have [[Endgame]] phases and some of these can continue as long as players find interesting activities to do in the games. [[Endgame Quests]] are quests specifically designed to support players in having such activities in these phases.
  
 
=== Examples ===
 
=== Examples ===
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== Using the pattern ==
 
== Using the pattern ==
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Designing [[Endgame Quests]] are like designing other [[Quests]] except that they should make sense to have in the [[Endgame]] phase. This may mean that they should not connect to main story lines in a game since these may already be finished. Further, they may have to take into account that players may already have reached caps for certain types of development since the [[Endgame]] might be defined by this, as for example reaching the maximum [[Character Levels|Character Level]] signifies in [[World of Warcraft]]. The two most common ways of addressing the development issue is to allow players [[Rewards]] in the form of [[Game-Based Social Statuses]] or more powerful [[Armor]], [[Tools]], or [[Weapons]] that can't be acquired before one has reached the [[Endgame]] phase.
  
=== Diegetic Aspects ===
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[[Endgame Quests]] are nearly always designed to provide [[Challenging Gameplay]] since [[Endgame Quests]] take place when players have had sufficient time to learn a game as well as have been able to develop [[Characters]] or [[Abstract Player Constructs]].
 
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=== Interface Aspects ===
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=== Narration Aspects ===
 
=== Narration Aspects ===
Not typically [[:Category:Narration Patterns|Narration Patterns]].
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In games with [[Endgame]] phases, they typically occur after the main narration has been told. For this reason, [[Endgame Quests]] are typically not [[:Category:Narration Patterns|Narration Patterns]] having effect on the whole story line or the [[Game Worlds|Game World]] as a whole. They may of course have localized narration.
  
 
== Consequences ==
 
== Consequences ==
 
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[[Endgame Quests]] are [[Quests]] that provide [[Optional Goals]] for players that have reached [[Endgame]] phases or completed [[Main Goals]]. They are examples of gameplay content made available through [[Unlocking]], in this case due to reaching an [[Endgame]] phase.  
[[Endgame Quests]] are [[Quests]] that provide [[Optional Goals]] for players that have reached [[Endgame]] phases. The are examples of gameplay content made available through [[Unlocking]], in this case due to reaching an [[Endgame]] phase.  
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== Relations ==
 
== Relations ==
[[Unwinnable Games]]
 
[[Armor]]
 
[[Weapons]]
 
[[Tools]]
 
 
[[Game-Based Social Statuses]],
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Game-Based Social Statuses]],  
 
[[Game-Based Social Statuses]],  
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=== Can Modulate ===
 
=== Can Modulate ===
[[Endgame]]
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[[Armor]],
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[[Endgame]],
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[[Main Goals]],
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[[Tools]],
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[[Weapons]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Challenging Gameplay]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Latest revision as of 08:24, 23 February 2023

Quests that can only be taken in the endgame phase of a game, and are designed to provide challenges and rewards relevant to this phase.

Some games have Endgame phases and some of these can continue as long as players find interesting activities to do in the games. Endgame Quests are quests specifically designed to support players in having such activities in these phases.

Examples

World of Warcraft allows players that have reached the highest character level to continue progressing with that character through completing Endgame Quests that can give equipment or reputation. Skyrim in the Elder Scrolls series and Final Fantasy VIII in the Final Fantasy series are single-player games with Endgame Quests.

Using the pattern

Designing Endgame Quests are like designing other Quests except that they should make sense to have in the Endgame phase. This may mean that they should not connect to main story lines in a game since these may already be finished. Further, they may have to take into account that players may already have reached caps for certain types of development since the Endgame might be defined by this, as for example reaching the maximum Character Level signifies in World of Warcraft. The two most common ways of addressing the development issue is to allow players Rewards in the form of Game-Based Social Statuses or more powerful Armor, Tools, or Weapons that can't be acquired before one has reached the Endgame phase.

Endgame Quests are nearly always designed to provide Challenging Gameplay since Endgame Quests take place when players have had sufficient time to learn a game as well as have been able to develop Characters or Abstract Player Constructs.

Narration Aspects

In games with Endgame phases, they typically occur after the main narration has been told. For this reason, Endgame Quests are typically not Narration Patterns having effect on the whole story line or the Game World as a whole. They may of course have localized narration.

Consequences

Endgame Quests are Quests that provide Optional Goals for players that have reached Endgame phases or completed Main Goals. They are examples of gameplay content made available through Unlocking, in this case due to reaching an Endgame phase.

Relations

Can Instantiate

Game-Based Social Statuses, Optional Goals, Quests, Unlocking

Can Modulate

Armor, Endgame, Main Goals, Tools, Weapons

Can Be Instantiated By

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Can Be Modulated By

Challenging Gameplay

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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