Main Quests

From gdp3
Revision as of 07:43, 21 June 2011 by Staffan Björk (Talk | contribs)

Jump to: navigation, search

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 the Main Quests

Diegetic Aspects

Interface Aspects

Narrative Aspects

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.