ABSTRACT

Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design.

The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design:

• level design

• quest item creation

• NPC and dialogue construction

• scripting

This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way.

The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com

part one|43 pages

Introduction

chapter two|9 pages

Beginning Quest Design

part two|23 pages

Quest Spaces

chapter three|11 pages

The Spaces of the Quest

chapter four|9 pages

Level Design

part three|31 pages

Quest Actors

chapter five|22 pages

The Characters of the Quest

chapter six|7 pages

NPC Creation and Dialogue Trees

part four|23 pages

Quest Objects

chapter seven|15 pages

The Objects of the Quest

chapter eight|5 pages

Designing Quest Items

part five|47 pages

Quest Challenges

chapter nine|23 pages

The Challenges of the Quest and Quest Systems

chapter ten|21 pages

Scripting

part six|12 pages

Quests and Pedagogy

chapter eleven|10 pages

Changes in Quest Pedagogy

chapter |4 pages

Strategies for Creative Quest Design