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E-raamat: Quests: Design, Theory, and History in Games and Narratives 2nd edition [Taylor & Francis e-raamat]

(Dakota State University, Madison, USA)
  • Formaat: 222 pages, 74 Halftones, color; 7 Halftones, black and white; 74 Illustrations, color; 7 Illustrations, black and white
  • Ilmumisaeg: 25-Apr-2022
  • Kirjastus: CRC Press
  • ISBN-13: 9781003138266
  • Taylor & Francis e-raamat
  • Hind: 184,65 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 263,78 €
  • Säästad 30%
  • Formaat: 222 pages, 74 Halftones, color; 7 Halftones, black and white; 74 Illustrations, color; 7 Illustrations, black and white
  • Ilmumisaeg: 25-Apr-2022
  • Kirjastus: CRC Press
  • ISBN-13: 9781003138266
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
A Note on the Second Edition of Quests ix
Preface xi
The Audiences of This Book xv
This Book's Structure xvii
Four Techniques for Making Better Quests xix
Part I Introduction
Chapter 1 Definitions, Theories, and Histories of Quests
3(32)
Quests as a Bridge between Games and Narratives
3(1)
Literary Definitions of Quests
4(1)
Moving Past the Ludology and Narratology Debate
4(1)
Quests, Games, and Interpretation
5(1)
The History and Theory of Quest Narratives
6(1)
Campbell, the Hero's Journey, and Quests
6(2)
Northrop Frye
8(1)
W. H. Auden
9(1)
Vladimir Propp
9(1)
Narrative Structures Become Activities in Games
9(1)
The History of Quest Games
10(1)
Tabletop Role-Playing Games: Dungeons and Dragons
11(1)
Text-Based Interactive Fictions: Adventure and Zork
12(1)
Graphical Adventure Games: King's Quest
13(1)
Action-Adventure Games: Adventure (Atari 2600) and The Legend ofZelda
14(1)
Computer Role-Playing Games
14(2)
Massively Multiplayer Online Role-Playing Games
16(1)
Indie Quests
17(2)
Enacted Meaning, Meaningful Action
19(1)
A Spectrum of Quests
20(3)
Three Types of Meaning in Quests
23(1)
Meaning as Initiation
24(1)
Meaning as Narrative
25(1)
Thematic Meaning
25(1)
Designing Meaningful Action
25(4)
The Virtue System in Ultima IV
29(1)
Correspondences in Morrowind and Eternal Darkness
30(2)
Allegory and Avatars
32(3)
Chapter 2 Beginning Quest Design
35(12)
A Sample Exercise and Design Document: Sir Gawain's Quest
35(1)
Sir Gawain Design Document
36(2)
A Constructing the Spaces of the Quest through Level Design
36(1)
B Setting the Stages of the Quest through Journal Updates
37(1)
C Making the Objects through Quest Items
37(1)
D Designing the Challenges of the Quest through Scripting
38(1)
Introduction to Quest Design Exercises
38(3)
Game Engines, Middleware, Construction Sets, and Level Editors
41(6)
Tutorial 1.1 Install Unity, Install Fungus, and Build a Flowchart
42(5)
Part II Quest Spaces
Chapter 3 The Spaces of the Quest
47(12)
Technique One for Making Better Quests: Design Labyrinthine, Dream-Like, and Surreal Spaces
47(1)
Goal-Oriented Spaces
47(1)
Tiered and Leveled Spaces
48(1)
Outward Movement
49(1)
Quest Hubs, Strands, and Initiatory Space
49(3)
Dungeons and Labyrinths
52(2)
Allegorical Spaces
54(1)
Dream Spaces
54(2)
Spaces and Avatars
56(3)
Chapter 4 Level Design
59(12)
Tutorial 2.1 (Spaces of the Quest/Level Design): Building a Quest Space with a Modular Kit
60(4)
Tutorial 2.2 Mini-Map and Compass
64(1)
Exercise 2.1 Building the Green Knight's Castle
65(1)
Exercise 2.2 Designing an Allegorical Core
66(1)
Exercise 2.3 Constructing Quest Hubs
66(1)
Exercise 2.4 Building the Quest Spaces for a Dragon Battle
66(5)
Part III Quest Actors
Chapter 5 The Characters of the Quest
71(22)
Technique Two for Making Better Quests: Develop Iconic Characters Who Motivate Quests and Offer Choices for Their Outcome
71(1)
Quest Characters and Archetypes
71(1)
(Jungian and Post-Jungian)
71(4)
Propp's Dramatis Personae
75(1)
Quest Characters and Tarot
76(13)
Encounters and Dialogue
89(4)
Chapter 6 NPC Creation and Dialogue Trees
93(10)
Tutorial 3.1 Creating a Custom Character
93(4)
Exercise 3.2 Writing Quest Dialogue
97(6)
Part IV Quest Objects
Chapter 7 The Objects of the Quest
103(16)
Technique Three for Making Better Quests: Construct Symbolic Objects that Reveal Portions of a Fragmented Story
103(1)
Symbolic Quest Items
103(3)
Objects in the Souls Games
106(4)
The Tattoos in Planescape: Torment
110(2)
Quest Objects in Invisible Sun
112(1)
Propp and the Absent Object
113(1)
Hitchcock and the McGuffin
113(1)
Object-Oriented Programming and the Lore of Quest Items
114(2)
The Rod of Many Parts
116(1)
Conclusion
117(2)
Chapter 8 Designing Quest Items
119(8)
Tutorial 4.1 Object Creation Tutorial
119(1)
Approach One Reskinning a Pickup Object
119(1)
Approach Two Creating an Object in the Inventory System
119(2)
Exercise 4.1 Lady Bertilak's Girdle
121(1)
Exercise 4.2 Multiple Quest Objects
122(1)
Exercise 4.3 The Bed of Marvels
122(1)
Importing Custom Items
122(1)
Modeling Custom Items
122(1)
Exercise 4.4 Designing Your Own Objects
123(4)
Part V Quest Challenges
Chapter 9 The Challenges of the Quest and Quest Systems
127(24)
Technique Four for Making Better Quests: Script Challenges that Allow Players to Enact Meaning within the Framework of the Game's Rules
127(1)
Quest Flow, Quest Systems, and Scripting
127(5)
Fetch Quests
132(1)
Combat and Kill Quests
133(2)
Escort Quests and Dungeon Crawls
135(1)
Quest Systems
135(2)
Main Quests and Side Quests
137(1)
Quest UI and Quest Journal Systems
138(3)
Quest Systems, Interlacing, and the Grail Saga
141(7)
Scripting Ambiguity and Individual Interpretations
148(3)
Chapter 10 Scripting
151(24)
Outlining Sir Gawain's Quests to Prepare for Scripting Them as Gameplay
151(1)
Quest Challenges
152(1)
Scripting and Quest Systems
152(1)
Functions
153(2)
Scripting Quests
155(1)
Tutorial 5.1 (Challenges of the Quest/Scripting) Creating a Quest Flowchart
156(4)
Scripting Kill Quests
160(1)
Tutorial 5.2 Scripting a Kill Quest
160(3)
Tutorial 5.3 Creating and Calling Additional Flowcharts to Build Quest Chains
163(1)
Scripts Attached to Spaces
164(1)
Scripting Triggers
164(1)
Scripting Portals
164(1)
Tutorial 5.4 Creating a Portal in Unity
165(1)
Scripts Attached to NPCs
166(1)
Scripting Alignment and Faction
166(2)
Scripts Attached to Objects
168(1)
Puzzles and Interpretation in Quests
168(1)
Scripting a Puzzle
168(2)
Exercise 5.1 Scripting Gawain's Pentagram Puzzles
170(1)
Exercise 5.2 Scripting Five Kill Quests for Sir Gawain
170(1)
Exercise 5.3 Scripting Sir Gawain's Trials with Lady Bertilak
171(4)
Part VI Quests and Pedagogy
Chapter 11 Changes in Quest Pedagogy
175(11)
Quest Design Workshop
175(2)
Step One Framing
177(1)
Step Two Overall Quest Flow
177(1)
Step Three Quest Spaces
177(1)
Step Four Quest Characters
178(1)
Step Five Quest Objects
178(1)
Step Six Consolidation
178(1)
2004 Comparison Exercise: Adapting The Crying of Lot 49 as a Quest
178(3)
Prototypes
181(4)
Strategies for Creative Quest Design
185(1)
Conclusion: The Future(s) of Quest Design 186(3)
Appendix One Sir Gawain and the Green Knight, Books I and II 189(26)
Appendix Two The Faerie Queen, Book One, Cantos XI and XII 215(1)
Canto XI 215(28)
Works Cited 243(6)
Index 249
Jeff Howard is Senior Lecturer in the Games Academy at Falmouth University in Cornwall, where he specialises in occult, metal, and Gothic themes and mechanics in games.