Difference between revisions of "Sidequests"

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== Using the pattern ==
 
== Using the pattern ==
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Designing [[Sidequests]] are quite similar to designing [[Quests]] in general. However, [[Sidequests]] assumes the presence of [[Main Quests]] since they would otherwise be ordinary [[Quests]].
  
 
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Although not part of the main series of [[Quests]] in a game, [[Sidequests]] can be linked together to provide their own [[Hierarchy of Goals]].
[[Hierarchy of Goals]]
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+
=== Diegetic Aspects ===
+
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
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[[Sidequests]] can add significantly to the amount of active [[Quests]] in a game. For this reason, games using them often provide the information about them in [[Secondary Interface Screens]].
  
 
=== Narrative Aspects ===
 
=== Narrative Aspects ===
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[[Sidequests]], like [[
  
 
== Consequences ==
 
== Consequences ==
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
[[Hierarchy of Goals]]
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[[Hierarchy of Goals]],
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[[Secondary Interface Screens]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 07:42, 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.

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

Designing Sidequests are quite similar to designing Quests in general. However, Sidequests assumes the presence of Main Quests since they would otherwise be ordinary Quests.

Although not part of the main series of Quests in a game, Sidequests can be linked together to provide their own Hierarchy of Goals.

Interface Aspects

Sidequests can add significantly to the amount of active Quests in a game. For this reason, games using them often provide the information about them in Secondary Interface Screens.

Narrative Aspects

Sidequests, like [[

Consequences

Can Instantiate

Character Defining Actions, Freedom of Choice, Optional Goals, Quests, Replayability, Supporting Goals

Can Modulate

Companions, Main Quest

Relations

Can Instantiate

Character Defining Actions, Freedom of Choice, Optional Goals, Quests, Replayability, Supporting Goals

Can Modulate

Companions, Main Quest

Can Be Instantiated By

-

Can Be Modulated By

Hierarchy of Goals, Secondary Interface Screens

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-