Quest Design

Revision as of 03:06, 24 September 2006 by imported>Csheldon-dante

This is a tutorial for designing a good quest Plot

    Unless you have a really unique idea to start with, the best thing to do is 
start with a generic quest idea i.e. rescuing a maiden, stealing secret battle plans,
recovering a lost artifact, defeating a powerful warlord/wizard, sabotaging an
invading force/defending force, participating in a local ritual/fulfilling a local
prophecy, assassinating a local bandit/leader etc. The details and plot twists that
make things interesting will come about later as a result of the characters and their
motives.

Characters

    Character creation is the most important part of creating a good quest. Coming 
up with interesting, detailed characters will help you to make the plot unique and
keep the gameplay varied. The best technique for character creation is to treat it
like casting parts for a play. 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. 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

    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. One of the most challenging things to do is to get the
player to care about completing a quest. One technique that helps the player to care
is allowing him/her to take the quest in towards two different conclusions. For
example, say the quest is that the Resistance Leaders want the player to head a
rescue mission to free their imprisoned friends from the Warlord’s dungeon. One
possibility is that the player works to free the resistance members. The alternate
side to that quest is the player informs the Warlord of the resistance’s plans and
sets a trap to capture the leaders of the resistance. Making two different
conclusions does have a big downside; it doubles the length of time it takes to
create a quest. However, when you consider the amount of substance it adds to the
quest it seems to me a worthwhile endeavor. There are a few techniques to cut down on
the increased work load while still making the quests far less linear. By splitting
the quest into segments and having two distinct ways to complete each segment the
quest can have many different paths that all come to the same final conclusion. That
way even though you’re doubling the time it takes to create the quest your increasing
the ways to complete it by 2^(however many segments it is divided into). My opinion
is that making a linear quest is choosing quantity over quality but everyone is going
to have a different opinion on this matter. Non linear quests also gain an added
bonus from the character creation process I described above. The process of writing
down character aspirations, loyalties and relationships makes it easy to come up with
different strategies to help complete the quest. For instance say a Warlord and
his/her 2nd in Command aren’t on good terms, than the player might be able to exploit
their distrust by turning them against one another and weakening them both. Or say
the guards have been mistreated, maybe the player can appeal to them and make them
betray their leader. By simply having character dynamics it is easy to come up with
strategies the player can use to further his/her agenda. As a final note I’d like to
comment about gameplay in general. 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.