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