Main Quests
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.
Contents
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
fellow non-humans, the Elves.
The Order path (with the Flaming rose insignia icon): on this path, Geralt allies himself with the Order of the Flaming Rose, knights who protect the residents of Vizima. The Witcher / neutral path (with the witcher medallion icon): on this path, the truest to The Witcher series, Geralt sides with neither the Elves nor the Order, but does what he feels is right.
Using the pattern
Note that although completing the Main Quests
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Anticipation, Predetermined Story Structures, Quests
Can Modulate
-
Can Be Instantiated By
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Can Be Modulated By
Hierarchy of Goals, Sidequests
Possible Closure Effects
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Potentially Conflicting With
Massively Online Multiplayer Games, Unwinnable Games
History
New pattern created in this wiki.
References
- ↑ Entry for the main quest in Oblivion at the Unofficial Elder Scrolls Pages.
- ↑ Entry for all quests in Fallout 3 at the Fallout wiki.
- ↑ Entry for the quests that make up the main quest in Dragon Age II at the Dragon Age wiki.
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