• This entry is part 1 of 2 in the series Quest Design 101

    Quests are one of the most essential elements of modern role-playing games nowadays; they further the storyline, give out experience points and provide excuses for the player to explore the scenery and kill monsters. This series of article will look at quests, their usual design and what the author feels are some pitfalls that can be avoided and what new things that could be try.

    Let’s begin with the quest model.
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  • This entry is part 2 of 2 in the series Quest Design 101

    So previously, we talk about quest models. That is, the ‘template’ for a quest. The next step is to let the player knows that there are quests; or else all your hard work will go to naught. There are many ways to tell players where to get quests – here are the common and uncommonly used methods.
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