Difference between revisions of "Main Quests"

From gdp3
Jump to: navigation, search
(Examples)
Line 14: Line 14:
  
 
=== Examples ===
 
=== Examples ===
[[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. Examples of [[Main Quests]] include saving the world of Tamriel in [[Elder Scrolls IV: Oblivion]] by stop ''oblivion portals'' from opening<ref name="oblivion"/>, saving or diverting the intentions of ''project purity'' in [[Fallout 3]]<ref name="fallout3"/>, affect the outcome of the struggle between the mages and the templars in [[Dragon Age II]]<ref name="da2"/>, and choosing the path of non-humans, knights, or declaring neutrality in the [[Witcher]]<ref name="witcher"/>.
+
[[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. Examples of [[Main Quests]] include saving the world of Tamriel in the [[Elder Scrolls IV: Oblivion]] by stop ''oblivion portals'' from opening<ref name="oblivion"/>, saving or diverting the intentions of ''project purity'' in [[Fallout 3]]<ref name="fallout3"/>, affect the outcome of the struggle between the mages and the templars in [[Dragon Age II]]<ref name="da2"/>, and choosing the path of non-humans, knights, or declaring neutrality in the [[Witcher]]<ref name="witcher"/>.
  
 
== Using the pattern ==
 
== Using the pattern ==
  
Note that although completing some [[Main Quests]] may end games (as it does for example in [[Dragon Age II]] and the [[Fallout series]] with the exception of [[Fallout 3]] with the ''Broken Steel'' [[Expansions|Expansion]]), this is not a necessity. The [[Elder Scrolls IV: Oblivion]]  
+
Note that although completing some [[Main Quests]] may end games (as it does for example in [[Dragon Age II]] and the [[Fallout series]] with the exception of [[Fallout 3]] with the ''Broken Steel'' [[Expansions|Expansion]]), this is not a necessity. The [[Elder Scrolls IV: Oblivion]] is an example of this.
 
+
=== Diegetic Aspects ===
+
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
Line 31: Line 29:
  
 
== Relations ==
 
== Relations ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Anticipation]],  
 
[[Anticipation]],  

Revision as of 07:52, 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 the Elder Scrolls IV: Oblivion by stop oblivion portals from opening[1], saving or diverting the intentions of project purity in Fallout 3[2], affect the outcome of the struggle between the mages and the templars in Dragon Age II[3], and choosing the path of non-humans, knights, or declaring neutrality in the Witcher[4].

Using the pattern

Note that although completing some Main Quests may end games (as it does for example in Dragon Age II and the Fallout series with the exception of Fallout 3 with the Broken Steel Expansion), this is not a necessity. The Elder Scrolls IV: Oblivion is an example of this.

Interface Aspects

Main Questsdo not need to be present in interfaces in the same way as other Quests since they frame the whole gameplay and narrative experience.

Narrative Aspects

Main Quests are the main bearer of Predetermined Story Structures when they exist in games, so the pattern is an inherently narrative one.

Consequences

Relations

Can Instantiate

Anticipation, Predetermined Story Structures, Quests

Can Modulate

-

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

  1. Entry for the main quest in Oblivion at the Unofficial Elder Scrolls Pages.
  2. Entry for all quests in Fallout 3 at the Fallout wiki.
  3. Entry for the quests that make up the main quest in Dragon Age II at the Dragon Age wiki.
  4. Entry for the main storyline in the Witcher at the Witcher wiki.