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Quests
(Englisch)
Design, Theory, and History in Games and Narratives
Jeff Howard

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Produktbeschreibung

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.



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

-illegalscripting

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

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  • Includes an overview of the history of quest narratives and the history of quests in games.
  • Combines theory and practice, with accompanying exercises and suggestions for the use of specific technologies.
  • Fully updated to provide examples and walkthroughs in the Unity engine, with a freely accessible plugin called Fungus.
  • The companion website includes lecture and workshop slides and can be accessed at: www.designingquests.com.


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.illegalscriptING . 6. QUESTS AND PEDAGOGY.




Über den Autor



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.


Inhaltsverzeichnis



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.illegalscriptING . 6. QUESTS AND PEDAGOGY.


Klappentext

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.



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