Difference between revisions of "Quest Design"

208 bytes removed ,  13:33, 20 January 2011
m
→‎Characters: Typo corrected (duplicated word)
imported>Clavis0
(removed wrong indentation, about 12367 BR tags and reformatted. Please Learn write wikified text !!!)
imported>Syscrusher
m (→‎Characters: Typo corrected (duplicated word))
 
(4 intermediate revisions by one other user not shown)
Line 1: Line 1:
'''This is a tutorial for designing a good quest'''
Things to think about when designing your quest
 
==Plot==
==Plot==


Line 9: Line 10:
The first thing you should do is create a list of all of the minor roles/group roles in your quest i.e. guards, elite guards, mercenaries, henchmen, prisoners, resistance members etc. Then write down a second list of the major characters i.e. Warlord, 2nd in Command, Head Guard, Leader of the Resistance, Leader of the Prisoners etc. As a part of group dynamics there is almost always a pecking order so it is useful to have a leader for each group role. Now that you have two lists, go through the lists and for each role write down the loyalties, personality traits, aspirations, relationships, and a brief description for each character.  
The first thing you should do is create a list of all of the minor roles/group roles in your quest i.e. guards, elite guards, mercenaries, henchmen, prisoners, resistance members etc. Then write down a second list of the major characters i.e. Warlord, 2nd in Command, Head Guard, Leader of the Resistance, Leader of the Prisoners etc. As a part of group dynamics there is almost always a pecking order so it is useful to have a leader for each group role. Now that you have two lists, go through the lists and for each role write down the loyalties, personality traits, aspirations, relationships, and a brief description for each character.  


It is useful to write down each characters opinion of the other characters around him/her because it will help you figure out how they would react to different situations. For instance, if the Warlord in my above example was killed by the player character then it might please the 2nd in Command might because he/she has always wanted to assume power. Depending on how I set up the relationship between the Warlord and the 2nd in Command it might instead cause the 2nd in Command to exact revenge. Making the characters reactions an integral part of the plot is something that everyone should try to do because it makes the story more believable and more interesting.  
It is useful to write down each characters opinion of the other characters around him/her because it will help you figure out how they would react to different situations. For instance, if the Warlord in my above example was killed by the player character then it might please the 2nd in Command because he/she has always wanted to assume power. Depending on how I set up the relationship between the Warlord and the 2nd in Command it might instead cause the 2nd in Command to exact revenge. Making the characters reactions an integral part of the plot is something that everyone should try to do because it makes the story more believable and more interesting.  


Another useful result of good character development is that it can affect the player’s strategy and thus influence gameplay as I will describe bellow.
Another useful result of good character development is that it can affect the player’s strategy and thus influence gameplay as I will describe bellow.
==Gameplay==
==Gameplay==
Plot and Characters are essential to an interesting quest but it is also important to keep in mind that this is a game and that games should be fun. Oblivion is a very open ended game, and as such it never made sense to me that the quests aren’t equally open ended. It’s true that it takes longer to create a quest that has many different solutions, but it also encourages the player to think and to approach each problem differently.  
Plot and Characters are essential to an interesting quest but it is also important to keep in mind that this is a game and that games should be fun. Oblivion is a very open ended game, and as such it never made sense to me that the quests aren’t equally open ended. It’s true that it takes longer to create a quest that has many different solutions, but it also encourages the player to think and to approach each problem differently.  
Line 25: Line 27:
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]]
[[Category:Quests]]
Anonymous user