Okay, so CD Projekt RED Lead Quest Designer Paweł Sasko asked some questions from the community which played Cyberpunk 2077: https://twitter.com/PaweSasko/status/1441836927540502529 https://twitter.com/PaweSasko/status/1441836943893991424 So, while I planned a larger review at some point, I’ll now have to swallow the pill and give a quick Quest Design review of Cyberpunk 2077. Before we start, let me stateContinueContinue reading “Cyberpunk 2077: A quick Quest Design Review”
Tag Archives: Quest Design
#39 UI: Cybertext
“Substance before Style” Another post, another storytelling device: The user interface, or for short UI. Principles of Interaction Design On his website, Bruce Tognazzini gives a holistic (my favourite!) introduction to what he calls “interaction design”. The background he is writing from is that of the great design, UI, UX (user experience) trends which cameContinueContinue reading “#39 UI: Cybertext”
#38 NPC Communities: Langeness Pt. 2
The second post in this series is about concretizing a NPC community concept. Environmental Storytelling By placing certain actors in certain places, having certain looks and being surrounded by certain objects, we can tell something about the place and the people living there. This telling becomes even more evident when things are moving: People work,ContinueContinue reading “#38 NPC Communities: Langeness Pt. 2”
#37 NPC Community: Langeness Pt. 1
In this post we’re gonna take a look at NPC communities: How NPC are integrated into the gameworld, doing actions, reacting to events and being integrated in quests or small dialogs. Quest Design in The Witcher 3: Wild Hunt A neat article including this topic is one written by now Lead Acting Quest Designer PhillipContinueContinue reading “#37 NPC Community: Langeness Pt. 1”
#36 Scene: The Father
This post presents the conclusion of long ongoing project of mine, a scene for trial 6 in the trial of radishes, which are a tutorial for the radish modding tools for The Witcher 3: Wild Hunt. Cinematography Techniques The active reader might remember post #18, where I introduced how the creation of scenes is organizedContinueContinue reading “#36 Scene: The Father”
#35 Quest: The Lonelines of Old Eremites
After writing the last post, I decided to take another step against my drive for theory. This is on the one hand to get closer to the root motivation for the whole project – practical quest design – and on the other hand a reaction to the simple fact that I’m slowly but surely runningContinueContinue reading “#35 Quest: The Lonelines of Old Eremites”
#34 Quest Givers
Today we’ll inspect and deconstruct the concept of a quest giver. Following that I’ll start implementing the quest I devised last time. Quest Givers In stories, characters are one major source of movement/change. One specific figuration of that is a quest giver. Such characters provide the player with quests and are function thus as initiatorsContinueContinue reading “#34 Quest Givers”
#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”