ABSTRACT

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 Nigh

chapter |28 pages

Introduction

chapter 1|16 pages

Introduction to Quest Design

chapter 2|22 pages

Spaces

chapter 3|10 pages

Characters

chapter 4|24 pages

Objects

chapter 5|38 pages

Challenges

chapter 6|8 pages

Quests and Pedagogy