Cover of Quests: Design, Theory, and History in Games and Narratives

Quests: Design, Theory, and History in Games and Narratives

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 NightsAurora Toolset. Howard has created a Syllabus, designed for a college-level course, that instructors can use and modify as desired.

Audience
adult
Length
medium · 230 pages

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