Difference between revisions of "Quest Design"
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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. | ||
[[Category:Quest_Tutorials]] |