Quests: Design, Theory, and History in Games and Narratives

Quests: Design, Theory, and History in Games and Narratives

4.0 of 5 stars 4.00  ·  rating details  ·  8 ratings  ·  1 review
This unique take on quests, incorporating literary and digital theory, provides an excellent resource for game developers. Focused on both the theory and practice of the four main aspects of quests (spaces, objects, actors, and challenges) each theoretical section is followed by a practical section that contains exercises using the "Neverwinter Nights" Aurora Toolset. Howa...more
Paperback, 230 pages
Published January 24th 2008 by AK Peters
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Michael Scott
Quests Design Theory and History in Games and Narratives is a comprehensive book on quests, that is, ``journeys across a symbolic, fantastic landscape in which the protagonist-player collects objects and talks to characters in order to overcome challenges and achieve a meaningful goal''. Jeffrey Howard sets out to define quests, and quest-based games and narratives, at the front line between two sides: on the one hand the narratologists, who see games as stories; on the other the ludologists, wh...more
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