Difference between revisions of "Endgame Quests"
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Designing [[Endgame Quests]] are like designing other [[Quests]] except that they should make sense to have in the [[Endgame]] phase. This may mean that they should not connect to main story lines in a game since these may already be finished. Further, they may have to take into account that players may already have reached caps for certain types of development since the [[Endgame]] might be defined by this, as for example reaching the maximum [[Character Levels|Character Level]] signifies in [[World of Warcraft]]. The two most common ways of addressing the development issue is to allow players [[Rewards]] in the for of [[Game-Based Social Statuses]] or more powerful [[Armor]], [[Tools]], or [[Weapons]] that can't be acquired before one has reached the [[Endgame]] phase. | Designing [[Endgame Quests]] are like designing other [[Quests]] except that they should make sense to have in the [[Endgame]] phase. This may mean that they should not connect to main story lines in a game since these may already be finished. Further, they may have to take into account that players may already have reached caps for certain types of development since the [[Endgame]] might be defined by this, as for example reaching the maximum [[Character Levels|Character Level]] signifies in [[World of Warcraft]]. The two most common ways of addressing the development issue is to allow players [[Rewards]] in the for of [[Game-Based Social Statuses]] or more powerful [[Armor]], [[Tools]], or [[Weapons]] that can't be acquired before one has reached the [[Endgame]] phase. | ||
− | [[Endgame Quests]] are | + | [[Endgame Quests]] are nearly always designed to provide [[Challenging Gameplay]] since [[Endgame Quests]] take place when players have had sufficient time to learn a game as well as have been able to develop [[Characters]] or [[Abstract Player Constructs]]. |
=== Narration Aspects === | === Narration Aspects === |
Revision as of 11:01, 7 August 2015
Quests that can only be taken in the endgame phase of a game, and are designed to provide challenges and rewards relevant to this phase.
This pattern is a still a stub.
Contents
Examples
World of Warcraft allows players that have reached the highest character level to continue progressing with that character through completing Endgame Quests that can give equipment or reputation. Skyrim in the Elder Scrolls series and Final Fantasy VIII in the Final Fantasy series are single-player games with Endgame Quests.
Using the pattern
Designing Endgame Quests are like designing other Quests except that they should make sense to have in the Endgame phase. This may mean that they should not connect to main story lines in a game since these may already be finished. Further, they may have to take into account that players may already have reached caps for certain types of development since the Endgame might be defined by this, as for example reaching the maximum Character Level signifies in World of Warcraft. The two most common ways of addressing the development issue is to allow players Rewards in the for of Game-Based Social Statuses or more powerful Armor, Tools, or Weapons that can't be acquired before one has reached the Endgame phase.
Endgame Quests are nearly always designed to provide Challenging Gameplay since Endgame Quests take place when players have had sufficient time to learn a game as well as have been able to develop Characters or Abstract Player Constructs.
Narration Aspects
In games with Endgame phases, they typically occur after the main narration has been told. For this reason, Endgame Quests are typically not Narration Patterns having affect on the whole story line or the Game World as a whole. They may of course have localized narration.
Consequences
Endgame Quests are Quests that provide Optional Goals for players that have reached Endgame phases. The are examples of gameplay content made available through Unlocking, in this case due to reaching an Endgame phase.
Relations
Can Instantiate
Game-Based Social Statuses, Optional Goals, Quests, Unlocking
Can Modulate
Armor, Endgame, Tools, Weapons
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
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