Difference between revisions of "Companion Quests"
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− | '' | + | ''Quests that are based around a companion to a player.'' |
− | + | The goals of some game are expressed as diegetic missions and called quests. A special case of these are [[Companion Quests]] which focus not on players but on the NPCs that are followers to the player. | |
=== Examples === | === Examples === | ||
− | + | The [[Dragon Age series]] and the [[Fallout series]] are examples of games that have [[Companion Quests]]. | |
− | + | ||
− | + | ||
== Using the pattern == | == Using the pattern == | ||
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=== Narration Aspects === | === Narration Aspects === | ||
+ | [[Predetermined Story Structures]] | ||
+ | [[Multiple Endings]] | ||
== Consequences == | == Consequences == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Optional Goals]], | [[Optional Goals]], | ||
+ | [[Predetermined Story Structures]], | ||
[[Quests]], | [[Quests]], | ||
[[Sidequests]] | [[Sidequests]] | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | + | [[Multiple Endings]] | |
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 07:53, 7 August 2015
Quests that are based around a companion to a player.
The goals of some game are expressed as diegetic missions and called quests. A special case of these are Companion Quests which focus not on players but on the NPCs that are followers to the player.
Contents
Examples
The Dragon Age series and the Fallout series are examples of games that have Companion Quests.
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Predetermined Story Structures Multiple Endings
Consequences
Relations
Can Instantiate
Optional Goals, Predetermined Story Structures, Quests, Sidequests
Can Modulate
Can Be Instantiated By
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Can Be Modulated By
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
Mark Childs