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: Hardback
Length: 222 pages
Publication date: 25 April 2022
Publisher: Taylor & Francis Ltd
Combining theory and practice, this updated new edition provides a comprehensive overview of how to create deep and meaningful quests for games. It utilizes the Unity game engine in conjunction with Fungus and other free plugins to offer an accessible entry into quest design.
The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, accompanied by exercises and suggestions for the use of specific technologies for four crucial aspects of quest design:
• Level design
• Quest item creation
• NPC and dialogue construction
• Scripting
This book will be of great interest to all game designers seeking to create new, innovative quests in their games. It will also appeal to new media researchers and humanities scholars interested in bringing computer-assisted instruction into their classrooms in an innovative way.
The companion website includes lecture and workshop slides and can be accessed at: www.designingquests.com
Weight: 570g
Dimension: 254 x 178 (mm)
ISBN-13: 9780367686079
Edition number: 2 ed
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