Difference between revisions of "Quests"

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[[Testing Achievements]] are be linked to [[Quests]] to further encourage them to be completed, or to replay them in other ways.
 
[[Testing Achievements]] are be linked to [[Quests]] to further encourage them to be completed, or to replay them in other ways.
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Since it requires resources of varying kinds to develop [[Quests]] (e.g. to script them, provide game art, develop dialogue, etc.), an option is it to let players play them several times or, in the case of [[Multiplayer Games]], let different players independently have the same [[Quests]]. This creates [[Non-Consistent Narration]].
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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[[Gossip]],  
 
[[Gossip]],  
 
[[Helpers]],  
 
[[Helpers]],  
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[[Non-Consistent Narration]],
 
[[Non-Player Characters]],  
 
[[Non-Player Characters]],  
 
[[Resources]],  
 
[[Resources]],  

Revision as of 10:26, 9 July 2014

Goals within games with rewards associated to their completion.

While players need to complete many goals in a game, not all are clearly described with how they should be completed nor what rewards they will give. Quests on the other hand are goals where both finishing requirements and rewards are well-known in advance.

Examples

The gameplay in roleplaying games such as the Fallout series and The Elder Scrolls series is structured around solving Quests, some which are needed to finish the game and some which are optional. This also goes for action roleplaying games such as Torchlight.

Games such as Empires & Allies, Ravenwood Fair, and Zombie Lane on social media sites direct players efforts in games by providing several Quests players can work on in parallel.

Using the pattern

Designing Quests consists of selecting goals, Rewards, and how players are made aware of them. Most goals can be used for Quests but some are more common than others: Capture, Collection, Delivery, Eliminate, Evade, Game World Exploration (possibly to find Secret Areas), Gain Competence, Gain Information, Gain Ownership, Herd, Race, Rescue, Stealth, Survive, and Traverse. These goals can of course involve various types of Enemies, Game Elements, Traps, etc., depending on what type of goal is used, but MacGuffins is worth mentioning since they do not have any gameplay function besides that of the goal but can still have diegetic roles. While any type of Rewards can work, e.g. gaining Resources, Game Items, gaining Companions may be more suitable than in other contexts due to the diegetic social context. Another type of Reward is to let players prove their Loyalty. While Quests may automatically be completed when certain requirements are met, players can be given an Exaggerated Perception of Influence and a Freedom of Choice by making the formal end of them be tied to activating Controllers of some sort.

While game systems can provide Quests directly to players, it can be done diegetically through Dialogues with Non-Player Characters (including those that are Self-Service Kiosks or Tutorial Neighbors). By using NPCs that are connected to Factions this can linked to Narration Structures and possibly Internal Rivalry. An alternative in how to provide Quests is to let it be known through Gossip or Eavesdropping. Clues can be used to both make players aware of Quests and provide hints on how to solve ones they are engaged in.

Two main varieties of Quests exist, Main Quests that needs to be completed to finish a game and optional Sidequests. The gameplay of Quests can be made more Challenging and Complex by introducing Enemies, Factions (potentially with Incompatible Goals), or subgoals (i.e. Goal Hierarchies consisting of Quests). They can be made easier through using Helpers. By making Quests into Committed Goals, Penalties can be linked to failing them and thereby making them into Risk/Reward considerations.

Testing Achievements are be linked to Quests to further encourage them to be completed, or to replay them in other ways.

Since it requires resources of varying kinds to develop Quests (e.g. to script them, provide game art, develop dialogue, etc.), an option is it to let players play them several times or, in the case of Multiplayer Games, let different players independently have the same Quests. This creates Non-Consistent Narration.

Diegetic Aspects

Since Quests explicitly state the Rewards and the requirements associated with received them, they draw attention to the mechanical aspect of a game and thereby may work against Narrative Engrossment and point out any problems with Thematic Consistency. This is especially true for Persistent Game Worlds, and Quests may be necessary for these to be able to have Predetermined Story Structures.

Narrative Aspects

Quests have many aspects related to Predetermined Story Structures in games since they require providing players with intentions for tasks and planning what the effects of completing those tasks, as well as possibly creating Agents or Factions that provide the Quests. That are also useful as basic elements to build Goal Hierarchies tied to Predetermined Story Structures. They are quite often started and ended through Cutscenes, possibly combined with Quick Travel as Ultra-Powerful Events. A common use of Quests in relation to Narration Structures is to open up access to Inaccessible Areas when the Quests are active, or as part of the Rewards for completing them.

It is common to have Boss Monsters rather than ordinary Enemies at the end of Quests in order to provide more satisfying finales.

Consequences

Given that the designs of Quests include having planned how players are introduced to them, how they complete them, and what effects solving them would be, they are Predefined Story Structures. Since these link the Narration Structures of a game with how the Agents in it behave, Quests can be seen as a way of defining them and creating or steering their Open Destiny. All this, and the Rewards typically associated with them concerning Characters, make Quests a way of making Character Development possible.

Quests can provide players with both Anticipation and Hovering Closures since they can observe their own progression and know what the requirements for completing them are. When Quests give players to clear direction where they should move in the Game Worlds they lessen the reason for Game World Exploration by promoting Traverse goals instead.

Quests provide Smooth Learning Curves when they are organized so that players are slowly exposed to the gameplay design of a game.

Relations

Can Instantiate

Character Development, Goal Hierarchies, Loyalty, Predefined Story Structures, Smooth Learning Curves, Traverse

with Committed Goals

Penalties, Risk/Reward

with Controllers

Exaggerated Perception of Influence, Freedom of Choice

with Enemies or Goal Hierarchies

Challenging Gameplay, Complex Gameplay

Can Modulate

Agents, Companions, Inaccessible Areas, Internal Rivalry, Open Destiny, Persistent Game Worlds

Can Be Instantiated By

Capture, Collection, Delivery, Eliminate, Evade, Game World Exploration, Factions, Gain Competence, Gain Information, Gain Ownership, Herd, MacGuffins, Main Quests, Non-Player Characters, Race, Rescue, Self-Service Kiosks, Sidequests, Stealth, Survive, Traverse

Can Be Modulated By

Boss Monsters, Clues, Committed Goals, Controllers, Cutscenes, Dialogues, Eavesdropping, Enemies, Factions, Game Items, Gossip, Helpers, Non-Consistent Narration, Non-Player Characters, Resources, Secret Areas, Testing Achievements, Tutorial Neighbors

Possible Closure Effects

Quick Travel

Potentially Conflicting With

Thematic Consistency, Game World Exploration, Narrative Engrossment

History

New pattern created in this wiki.

References

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Acknowledgements

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