ABSTRACT

The Spaces of the Quest Goal-Oriented Spaces After a designer has an overall sense of the meaningful action in her game as well as an overview of the toolsets for creating it, the fi rst step in creating quests involves the building of spaces, since a landscape is required for players to act within. Both narratological theories of the spaces of the quest as well as ludological inquiries into game-space can help to construct the most effective levels and worlds of quests. Aarseth ’s emphasis on the movement of the “player-avatar” through space is a recurrent feature of many defi nitions of quests, both in game theory and literary theory.