This post is about quest logs, journals, in-game quest descriptions and the like. Following some paragraphs on the topic I’ll write a quest inspired by the ever glorious Diablo. Quest Logs In many games with a substantial narrative and goals related to space there is also some kind of quest log, oftentimes detailing what isContinueContinue reading “#33 Quest Logs”
Category Archives: One Quest Design A Week
#32 Quest Objectives
Today I’m gonna think and write about quest objectives. Indeed, making them distinct from quest goals will help understanding that matter more clearly, I feel. Events, Goals and Quest Objectives In my quest definitions so far one prevailing element is the existence and juxtaposition of events and goals. Since for me at least it neverContinueContinue reading “#32 Quest Objectives”
#31 Quest Items
Shifting to some more – well – profane, or rather: ‘classic’ quest design topics. The first one in the line is quest items. Items So what are items in the first place? The wictionary tells me, it is a “distinct physical object” and, more specifically for video games, “an object that can be picked upContinueContinue reading “#31 Quest Items”
#30 Theme
This post will be about the concept of theme. In order to properly think about this, a short re-construction of some familiar conceptualizations will happen first. Meaning, Story When a designer creates something, a work, then he builds an arrangement of signs. Whether the work is physical (a book, a piece of furniture), digital (aContinueContinue reading “#30 Theme”
#29 The Drive of Narration
This post is concerned with the potential of narrations to be captivating, such that you can’t wait to see what’s next. Narration Drive What do I mean by narration drive? Well, the drive (or drives) of a narration is that which makes the audience want to follow that particular telling of a narrative. This mightContinueContinue reading “#29 The Drive of Narration”
#28 Storytelling and its Reflective Potentials
Blog post #28 has arrived. It is in general about storytelling and specifically about how storytelling manifests in quests in the video game medium. I’ll try applying a very central idea in my very own practical design. Storytelling The introduction to a definition for “storytelling” by the National Storytelling Network (NSN) emphasizes that storytelling isContinueContinue reading “#28 Storytelling and its Reflective Potentials”
#27 Suspense
While we dived into enduring things last time, today I’m going to write about how to use those things which aren’t there yet. It is about the feeling called suspense. Afterwards, I’ll apply my learnings in an unexpected manner. Suspense That, of course, was a lie. But it showcases what I mean: The feelings thatContinueContinue reading “#27 Suspense”
#26 Durability and Impact
Half a Century of Poetry Of late, I’ve been repeatedly thinking about why I actually write all these posts. Why did the bard Dandelion write all his ballads? Why do people write down all their thoughts into countless diaries, sheets of paper, books? One answer to these questions lies in the concept of durability, IContinueContinue reading “#26 Durability and Impact”
#25 Group Psychology
This time we will take a quick dive into the dynamics and regulations that may emerge in groups. I will try applying the won knowledge in a quest design thought experiment. Group Psychology In post #12 I mentioned dynamics between characters, which “are concerned with the processes happening in and between characters”. I linked theContinueContinue reading “#25 Group Psychology”
#24 Dialog Systems & Ocularis
Today we’re going to talk about dialog systems, their integration in quest systems, and how I implemented such a thing. Dialog Systems Let’s hear what Chris Bateman has to say about dialog systems (or engines): A dialogue engine is the means by which a game speaks. This software mediates the delivery of all dialogue (andContinueContinue reading “#24 Dialog Systems & Ocularis”