Title
Situating quests: design patterns for quest and level design in role-playing games
Abstract
The design of role-playing games (RPGs) is very complex, involving an intricate interweaving of narrative, quest design, and level design. As an important means for conveying the game's story, quests dictate the setting and contents of levels. Levels provide challenges for the player to overcome in the service of completing quests, and their structure can invite the inclusion of certain kinds of quests. This paper presents an analysis of design patterns present in existing RPGs that aims to better understand such relationships. These patterns identify common design practices for quests and levels at many different levels of granularity.
Year
DOI
Venue
2011
10.1007/978-3-642-25289-1_40
ICIDS
Keywords
Field
DocType
role-playing game,design pattern,different level,level design,situating quest,quest design,certain kind,important mean,intricate interweaving,common design practice,design patterns
Game analysis,Computer science,Software design pattern,Narrative,Human–computer interaction,Level design,Multimedia,Role playing
Conference
Citations 
PageRank 
References 
12
0.80
3
Authors
8
Name
Order
Citations
PageRank
Gillian Smith136928.59
Ryan Anderson2120.80
Brian Kopleck3120.80
Zach Lindblad4120.80
Lauren Scott5121.14
Adam Wardell6120.80
Jim Whitehead7192.24
Michael Mateas82110221.90