#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”