From Hunt the Wumpus to EverQuest: Introduction to Quest Theory
- Espen J. Aarseth
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewOpen access
Publication Information
Output type
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewOriginal language
EnglishPages from-to (Number of pages)
Pages 496-506 (11 pages)Publication milestones
- Published - 2005
Publication status
Published - 2005
Publisher
Springer, United States, GermanyBook series
- Book series name: Lecture Notes in Computer Science
Volume: 3711
ISSN: 0302-9743
Publication IDs
- Scopus: 33646175729
Host publication title
Entertainment Computing - ICEC 2005Host publication editors
- Fumio Kishino
- Yoshifumi Kitamura
- Hirokazu Kato
- Noriko Nagata
Abstract
The paper will explore how the landscape types and the quest types are used in various games, how they structure the gameplay, how they act as bones for the game-content (graphics, dialogue, sound) and how they sometimes form the base on which a story is imposed and related to the player. The question then becomes, how does the quest structure influence the story structure? How do the limitations of the quest combinations limit the kinds of story that are possible? How rich can the imposed story be, without breaking the gameplay? Are landscape and quest-structure the dominant factors in quest game design, to which the story-ambitions must defer? The main thesis of the paper is that if we understand the powerful but simple structure - the grammar - of quests (how they work, how they are used) we can understand both the limits and the potential of these kinds of games.
Publication metrics
PlumX
Captures
60
Citations
43
Access to documents
Final published version
Related Event
Title
Entertainment Computing - ICEC 2005: 4th International Conference
Event type
ConferenceDegree of recognition
International eventDate
19/09/2005 - 21/09/2005Location
SandaJapan
