Quest design

Go here. Collect five of these. Kill three of these. Dull quests are a surefire way to jeopardise player immersion. Good quests are believable tasks that do not place a strain on the game world to maintain player interest, but rather complement it. The mission should reveal or reinforce something about the world that the player finds themselves in, or the characters that inhabit it.

Although my skills lie more with the writing side of quests than design, I nevertheless enjoy the creation element. I recognise that quests cannot always be as elaborate as us writers may dream of. Design constraints may demand a level of simplicity. Of course, the quest can still be interesting. Imaginative design, sharp writing, interesting characters and links between quests can distract the player from the core derivations.

Sample to follow soon.

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