Difference between revisions of "Quests"

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== Using the pattern ==
 
== Using the pattern ==
Designing [[Quests]] consists of selecting goals, [[Rewards]], and  
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Designing [[Quests]] consists of selecting goals, [[Rewards]], and how players are made aware of them.
  
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[[Dialogues]]
  
  
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=== Narrative Aspects ===
 
=== Narrative Aspects ===
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Given that [[Quests]] consist of
  
 
== Consequences ==
 
== Consequences ==
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[[Predefined Story Structures]]
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Predefined Story Structures]]
  
 
==== with [[Committed Goals]] ====
 
==== with [[Committed Goals]] ====

Revision as of 21:24, 19 March 2011

Goals within games with rewards associated to their completion.

While players need to complete many goals in a game, not all are clearly described with how they should be completed nor what rewards they will give. Quests on the other hand are goals where both finishing requirements and rewards are wellknown in advance.

Examples

The gameplay in roleplaying games such as the Fallout series and The Elder Scrolls series is structured around solving Quests, some which are needed to finish the game and some which are optional.

Games such as Ravenwood Fair and Zombie Lane on social media sites direct players efforts in games by providing several Quests players can work on in parallel.

Using the pattern

Designing Quests consists of selecting goals, Rewards, and how players are made aware of them.


Dialogues


Two main varieties of Quests exist, Main Quest that needs to be completed to finish a game and optional Sidequests.


By making Quests into Committed Goals, Penalties can be linked to failing them and thereby making them into Risk/Rewards considerations.


Anticipation

Rewards

Narration Structures

Game Element Insertion Agents Open Destiny Non-Player Characters Characters Torchlight Companions Factions Gossip Loyalty Testing Achievements Persistent Game Worlds MacGuffins

Diegetic Aspects

Interface Aspects

Narrative Aspects

Given that Quests consist of

Consequences

Predefined Story Structures

Relations

Can Instantiate

Predefined Story Structures

with Committed Goals

Penalties, Risk/Rewards

Can Modulate

Can Be Instantiated By

Main Quest, Sidequests

Can Be Modulated By

Committed Goals

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

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