Difference between revisions of "Quest Design"

220 bytes removed ,  19:11, 1 August 2007
no edit summary
imported>Clavis0
imported>Clavis0
Line 26: Line 26:
Gameplay seems the most fun when it consists of 30-60sec of stock gameplay that is broken up by unique and interesting challenges. So if the player explores/fights for 30-60sec then they should face something unique. It could be a puzzle, overhearing dialogue, talking with an NPC, finding a journal, fighting a unique boss (preferably with some weakness the player can discover and exploit), overcoming a difficult trap, or something else I haven’t even thought of.  
Gameplay seems the most fun when it consists of 30-60sec of stock gameplay that is broken up by unique and interesting challenges. So if the player explores/fights for 30-60sec then they should face something unique. It could be a puzzle, overhearing dialogue, talking with an NPC, finding a journal, fighting a unique boss (preferably with some weakness the player can discover and exploit), overcoming a difficult trap, or something else I haven’t even thought of.  


I hope this guide has been helpful. In the future I might post a list of generic quest ideas that people can use as a template to write more complicated quests or even an example quest that showcases all of the different techniques I’ve described.
 
[[Category:Quest_Tutorials]]
Anonymous user