#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”

#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”

#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”

#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”