2nd Edition

Quests Design, Theory, and History in Games and Narratives

By Jeff Howard Copyright 2022
    222 Pages 74 Color & 7 B/W Illustrations
    by A K Peters/CRC Press

    222 Pages 74 Color & 7 B/W Illustrations
    by A K Peters/CRC Press

    222 Pages 74 Color & 7 B/W Illustrations
    by A K Peters/CRC Press

    Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide 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, with accompanying 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 looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way.

    The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com

    A Note on the Second Edition of Quests
    Preface
    The Audiences of this Book
    This Book’s Structure
    Four Techniques for Making Better Quests

    CHAPTER ONE: PART I.: DEFINITIONS, THEORIES, AND HISTORIES OF QUESTS

    Quests as a Bridge Between Games and Narratives

    Literary Definitions of Quests

    Moving Past the Ludology and Narratology Debate

    Quests, Games, and Interpretation

    The History and Theory of Quest Narratives

    Campbell, the Hero’s Journey, and Quests

    Northrop Frye

    W. H. Auden

    Vladimir Propp

    Narrative Structures Become Activities in Games

    The History of Quest Games

    Tabletop Role-Playing Games: Dungeons and Dragons

    Text-Based Interactive Fictions: Adventure and Zork

    Graphical Adventure Games: King’s Quest

    Action-Adventure Games: Adventure (Atari ) and The Legend of Zelda

    Computer Role-Playing Games

    Massively Multiplayer Online Role-Playing Games

    Indie Quests

    Enacted Meaning, Meaningful Action

    A Spectrum of Quests

    Meaning as Initiation

    Meaning as Narrative

    Thematic Meaning

    Designing Meaningful Action

    The Virtue System in Ultima IV

    Correspondences in Morrowind and Eternal Darkness

    Allegory and Avatars

    CHAPTER ONE, PART II: BEGINNING QUEST DESIGN

    A Sample Exercise and Design Document:

    Sir Gawain’s Quest

    Sir Gawain Design Document

    A. Constructing the Spaces of the Quest Through Level Design

    B. Setting the Stages of the Quest through Journal Updates

    C. Making the Objects Through Quest Items

    D. Designing the Challenges of the Quest Through Scripting

    Introduction to Quest Design Exercises:

    Exercise .: Overall Quest Flow

    Exercise .: Objects of the Quest

    Exercise .: Spaces of the Quest

    Exercise .: Characters of the Quest

    Game Engines, Middleware, Construction Sets, and Level Editors

    Tutorial .: Install Unity, Install Fungus, and Build a Flowchart

    CHAPTER TWO, PART I: THE SPACES OF THE QUEST

    Technique One for Making Better Quests: Design labyrinthine, dream-like, and surreal spaces

    Goal-Oriented Spaces

    Tiered and Leveled Spaces

    Outward Movement

    Quest Hubs, Strands, and Initiatory Space

    Dungeons and Labyrinths

    Allegorical Spaces

    Dream Spaces

    Spaces and Avatars

    CHAPTER TWO, PART II: LEVEL DESIGN

    Tutorial .: (Spaces of the Quest/Level Design): Building a Quest Space with a Modular Kit

    Optional but convenient sub-step:

    Tutorial .: Mini-map and compass

    Exercise .: Building the Green Knight’s Castle

    Exercise .: Designing an Allegorical Core

    Exercise .: Constructing Quest Hubs

    Exercise .: Building the Quest Spaces for a Dragon Battle

    CHAPTER THREE, PART I: THE CHARACTERS OF THE QUEST

    Technique Two for Making Better Quests: Develop iconic characters who motivate quests and offer choices for their outcome.

    Quest Characters and Archetypes

    (Jungian and Post-Jungian)

    Propp’s Dramatis Personae

    Quest Characters and Tarot

    Encounters and Dialogue

    CHAPTER THREE, PART II: NPC CREATION AND DIALOGUE TREES

    Tutorial .: Creating a custom character

    Exercise .: Writing Quest Dialogue

    CHAPTER FOUR, PART I:THE OBJECTS OF THE QUEST

    Technique Three for Making Better Quests: Construct symbolic objects that reveal portions of a fragmented story.

    Symbolic Quest Items

    Objects in the Souls Games

    The Tattoos in Planescape: Torment

    Quest Objects in Invisible Sun

    Propp and the Absent Object

    Hitchcock and the McGuffin

    Object-Oriented Programming and the Lore of Quest Items

    The Rod of Many Parts

    Conclusion

    CHAPTER FOUR, PART II: DESIGNING QUEST ITEMS

    Tutorial .: Object Creation Tutorial

    Exercise .: Lady Bertilak’s Girdle

    Exercise .: Multiple Quest Objects

    Exercise .: The Bed of Marvels

    Importing Custom Items

    Modeling Custom Items

    Exercise .: Designing Your Own Objects

    CHAPTER FIVE, PART I: THE CHALLENGES OF THE QUEST AND QUEST SYSTEMS

    Technique Four for Making Better Quests: Script challenges that allow players to enact meaning within the framework of the game’s rules.

    Quest Flow, Quest Systems, and Scripting

    Fetch Quests

    Combat and Kill Quests

    Escort Quests and Dungeon Crawls

    Quest Systems

    Main Quests and Side Quests

    Quest UI and Quest Journal Systems

    Quest Systems, Interlacing, and the Grail Saga

    Scripting Ambiguity and Individual Interpretations

    CHAPTER FIVE, PART II: SCRIPTING

    Outlining Sir Gawain’s Quests to Prepare for Scripting them as Gameplay

    Quest Challenges

    Scripting and Quest Systems

    Functions

    Scripting Quests

    Tutorial .: (Challenges of the Quest/Scripting): Creating a Quest Flowchart

    Step One:

    Step Two:

    Step Three: Add conditional statements to the startQuestDialogue block.

    Tutorial .: Scripting a Kill Quest

    Tutorial .: Creating and Calling Additional Flowcharts to Build Quest Chains

    Step One

    Step Two

    Step Three

    Scripts Attached to Spaces

    Scripting Triggers

    Scripting Portals

    Tutorial .: Creating a Portal in Unity

    Step Four: Add a box collider and a rigidbody to the player object.

    Scripts Attached to NPCs

    Scripting Alignment and Faction

    Scripts Attached to Objects

    Puzzles and Interpretation in Quests

    Scripting a Puzzle

    Exercise .: Scripting Gawain’s Pentagram Puzzles

    Exercise .: Scripting Five Kill Quests for Sir Gawain

    Exercise .: Scripting Sir Gawain’s Trials with Lady Bertilak

    CHAPTER SIX: QUESTS AND PEDAGOGY

    Changes in Quest Pedagogy

    Quest Design Workshop

    Quest Design Workshop, Step One: Framing

    Quest Design Workshop, Step One: Overall Quest Flow

    Quest Design Workshop, Step Two: Quest Spaces

    Quest Design Workshop, Step Three: Quest Characters

    Quest Design Workshop, Step Four: Quest Objects

    Quest Design Workshop, Step Five: Consolidation

    Comparison Exercise: Adapting The Crying of Lot as a Quest

    Conclusion: The Future(s) of Quest Design

    Appendix One: Sir Gawain and the Green Knight, Books I and II
    Historical Prologue
    Book I: Christmas in Camelot
    Sir Gawain and the Green Knight Book II
    Gawain's Journey
    Christmas at a Strange Castle

    Appendix Two: The Faerie Queen, Book One, Cantos XI and XII
    EDITED WITH NOTES BY GEORGE ARMSTRONG WAUCHOPE, M.A., Ph.D. PROFESSOR OF ENGLISH IN THE SOUTH CAROLINA COLLEGE
    CANTO XI
    Notes to The Faerie Queen, Cantos XI and XII

    Works Cited

    Biography

    Jeff Howard is Senior Lecturer in the Games Academy at Falmouth University in Cornwall, where he specialises in occult, metal, and Gothic themes and mechanics in games.