Queer quests! What is that, I hear myself ask. Pride month being about, I got inspired to connect a concept learned in university about games with quests in particular. In the end, such a quest will be written. Queering Quests What, is queering? What is – queer? I’ll come to this right now. deconstruct existingContinueContinue reading “#23 Queer Quests”
Category Archives: One Quest Design A Week
#22 Non-linear Stories & The Witcher 3
Today I’m doing some theorizing on non-linear stories, finding a few design guidances usable for them – in particular those involving consequential player choices. The third part will cover how I change my witcher quest design to better accomodate those guidelines. Non-linear Stories At this point, I’d like to present some terms more “scientific” thanContinueContinue reading “#22 Non-linear Stories & The Witcher 3”
#21 Character Families & The Witcher 3
In general – a lot of [..] is actually about Geralt – in spite of being an itinerate monster slayer and dealing with a lot of nastiness and sleeping around with sorceresses and making questionable moral decisions – is about Geralt trying to figure out how to re-establish himself within a nuclear family. Today we’llContinueContinue reading “#21 Character Families & The Witcher 3”
#20 Expectation Management & The Witcher 3
Today I’ll introduce to you a perspective on the design of any experience – that is, of course in particular quest experiences. To be concrete: We’ll look at expectation management starting from concepts adapted from fantasy author Brandon Sanderson. Through that lense I’ll afterwards look on my Witcher quest and continue developing it. Expectation ManagementContinueContinue reading “#20 Expectation Management & The Witcher 3”
#19 Quest Structure, Definitions & Mikratheus
This post is concerned with the structure of quests as it appears in video games. I’ll present a conceptualization of questgraphs in The Witcher and will then continue to write down a specialized system for my game jam project Mikratheus. The Structure of Quests in Video Games The following abstract description is heavily based uponContinueContinue reading “#19 Quest Structure, Definitions & Mikratheus”
#18 Scenes – Dialogscript & The Witcher 3
Today I want to talk about scenes. I will introduce some aspects to consider while designing them and a specific instance of where they are used in video games: In modding with the raddish modding tools for The Witcher 3 (TW3). Following this I’ll write down a part of a scene for my Witcher quest.ContinueContinue reading “#18 Scenes – Dialogscript & The Witcher 3”
#17 Dissonance, Decision and Resolution & The Witcher 2
If I have to choose between one evil and another, then I prefer not to choose at all. Today I’m gonna write about dissonances, decisions and resolutions. I learned something about those in a seminary at my university and found the learnings very useful for story-matters. Let’s start. Dissonance, Decision and Resolution To me, aContinueContinue reading “#17 Dissonance, Decision and Resolution & The Witcher 2”
#16 Adapted Dramaturgic Models & Fenris
I’m taking a short break from my TW2 quest design, waiting for some people to give feedback on the quest design document I produced last time. In the meanwhile, I’ll write down some of my thoughts on dramaturgic models like the heroes journey and how they might be of use in storytelling without getting stuckContinueContinue reading “#16 Adapted Dramaturgic Models & Fenris”
#15 Quest Design Documents and The Witcher 2
What is in a Quest Design Document? This is the question of the day to which I found no satisfying answer when asking our friend, the internet. Thus there will be a little synthesis of existing resources and own thoughts, as always on this blog. The second part will apply the results to my currentContinueContinue reading “#15 Quest Design Documents and The Witcher 2”
#14 Concretization and The Witcher 2
This post is concerned with the concretization of existing ideas, thoughts, concepts, stubs, … This central element of any design process will be applied to my current quest design aswell. Concretization What, then, is concretization? I will answer this intuitively. On the one hand, concretization means to add informations, to differentiate, to formulate and createContinueContinue reading “#14 Concretization and The Witcher 2”