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Jeff Howard

Quests: Design, Theory, and History in Games and Narratives

Quests: Design, Theory, and History in Games and Narratives

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  • More about Quests: Design, Theory, and History in Games and Narratives


This book provides a comprehensive guide to creating deep and meaningful quests for games, using the Unity game engine and Fungus plugins. It covers four theoretical components of quests and includes practical sections with exercises and suggestions for level design, quest item creation, NPC and dialogue construction, and scripting. It is of interest to game designers and new media researchers, and the companion website includes lecture and workshop slides.

Format: Paperback / softback
Length: 222 pages
Publication date: 25 April 2022
Publisher: Taylor & Francis Ltd


Combining theory and practice, this comprehensive new edition offers a thorough exploration of the art of crafting deep and meaningful quests for games. By leveraging the Unity game engine in conjunction with Fungus and other free plugins, the book provides an accessible entry point into the realm of quest design.

The book begins with an introduction to the theory and history of quests in games, setting the stage for the subsequent chapters. These chapters delve into four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter is accompanied by a practical section, featuring exercises and suggestions for utilizing specific technologies to enhance four crucial aspects of quest design:

Level Design: This chapter focuses on creating immersive and engaging environments that serve as the backdrop for quests. It discusses techniques such as level design, lighting, sound, and environmental storytelling to create a sense of place and atmosphere.

Quest Item Creation: This chapter explores the process of designing and implementing items that are essential to the progression of quests. It covers topics such as item attributes, rarity, and functionality, as well as strategies for creating unique and memorable items.

NPC and Dialogue Construction: This chapter delves into the creation of non-player characters (NPCs) and the development of compelling dialogue. It discusses techniques for building believable and relatable NPCs, as well as effective storytelling through dialogue.

Scripting: This chapter focuses on the use of scripting languages to implement complex behaviors and interactions within quests. It covers topics such as event-driven programming, conditionals, and loops, as well as strategies for creating dynamic and responsive quest systems.

This book is a valuable resource for game designers seeking to push the boundaries of quest design and create immersive and engaging gaming experiences. It will also appeal to new media researchers and humanities scholars interested in incorporating computer-assisted instruction into their classroom in innovative ways.

In addition to the comprehensive content, the companion website offers lecture and workshop slides, providing further insights and examples to support the learning process. Access to the website is available at: www.designingquests.com.

By combining theory and practice, this updated new edition empowers game designers to create quests that are not only fun and engaging but also deeply meaningful and immersive. Whether you are a seasoned game developer or a newcomer to the field, this book will provide you with the tools and knowledge you need to elevate your quest design skills to new heights.

Weight: 564g
Dimension: 177 x 253 x 22 (mm)
ISBN-13: 9780367686048
Edition number: 2 ed

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