Difference between revisions of "Main Quests"

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''Quests whose completion provides the main winning condition of games.''
 
''Quests whose completion provides the main winning condition of games.''
  
This pattern is a still a stub.
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[[Main Quests]] are the ones that provide overarching goals for players in games structured around the fulfillment of quests. They are often tied to storylines in the games and provide a framework for smaller quests.
  
 
=== Examples ===
 
=== Examples ===
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[[Main Quests]] have most common in [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] but not so in [[:Category:Tabletop Roleplaying Games|Tabletop]] due to the often open-ended narratives. Likewise, overarching quests may be present as story-telling devices in [[:Category:Massively Multiplayer Online Games]] and large scale [[:Category:Live Action Roleplaying Games|LARPS]] but can often not be completed or do not have rewards on a gameplay level.
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Examples of [[Main Quests]] include saving the world of Tamriel in [[Elder Scrolls V: Oblivion]]
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== Using the pattern ==
 
== Using the pattern ==
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=== Can Instantiate ===
 
=== Can Instantiate ===
[[Predetermined Story Structures]]
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[[Anticipation]],
 
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[[Predetermined Story Structures]],
==== with ... ====
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[[Quests]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
[[Quests]]
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-
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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-
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Hierarchy of Goals]],
 
[[Sidequests]]
 
[[Sidequests]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Massively Online Multiplayer Games]],
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[[Unwinnable Games]]
  
 
== History ==
 
== History ==

Revision as of 07:17, 21 June 2011

Quests whose completion provides the main winning condition of games.

Main Quests are the ones that provide overarching goals for players in games structured around the fulfillment of quests. They are often tied to storylines in the games and provide a framework for smaller quests.

Examples

Main Quests have most common in Computer-based Roleplaying Games but not so in Tabletop due to the often open-ended narratives. Likewise, overarching quests may be present as story-telling devices in Category:Massively Multiplayer Online Games and large scale LARPS but can often not be completed or do not have rewards on a gameplay level.

Examples of Main Quests include saving the world of Tamriel in Elder Scrolls V: Oblivion


Using the pattern

Note that although completing the Main Quests

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Anticipation, Predetermined Story Structures, Quests

Can Modulate

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Can Be Instantiated By

-

Can Be Modulated By

Hierarchy of Goals, Sidequests

Possible Closure Effects

-

Potentially Conflicting With

Massively Online Multiplayer Games, Unwinnable Games

History

New pattern created in this wiki.

References

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Acknowledgements

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