
Quests
Design, Theory, and History in Games and Narratives
Jeff Howard(Author)
CRC Press
2nd Edition
Published on 25. April 2022
Book
Paperback/Softback
222 pages
978-0-367-68604-8 (ISBN)
Description
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
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
More details
Edition
2nd edition
Language
English
Place of publication
London
United Kingdom
Publishing group
Taylor & Francis Ltd
Target group
Professional and scholarly
Professional Practice & Development
Illustrations
7 s/w Abbildungen, 7 s/w Photographien bzw. Rasterbilder, 74 farbige Abbildungen, 74 Farbfotos bzw. farbige Rasterbilder
74 Halftones, color; 7 Halftones, black and white; 74 Illustrations, color; 7 Illustrations, black and white
Dimensions
Height: 254 mm
Width: 178 mm
Thickness: 16 mm
Weight
525 gr
ISBN-13
978-0-367-68604-8 (9780367686048)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

Book
04/2022
2nd Edition
CRC Press
€205.20
Shipment within 15-20 days

E-Book
04/2022
2nd Edition
Taylor & Francis
€63.49
Available for download

E-Book
04/2022
2nd Edition
Taylor & Francis
€63.49
Available for download
Previous edition

Book
01/2008
1st Edition
A K Peters
€80.65
Article exhausted; check for reprint
Person
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.
Content
1. I. DEFINITIONS, THEORIES, AND HISTORIES OF QUESTS. II. BEGINNING QUEST DESIGN. 2. I. THE SPACES OF THE QUEST. II. LEVEL DESIGN. 3. I. THE CHARACTERS OF THE QUEST. II. NPC CREATION AND DIALOGUE TREES. 4. I. THE OBJECTS OF THE QUEST. II. DESIGNING QUEST ITEMS. 5. I. THE CHALLENGES OF THE QUEST AND QUEST SYSTEMS. II. SCRIPTING . 6. QUESTS AND PEDAGOGY.