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Designing Quests and Objectives Print

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Giving players purpose.

WHAT AN OBJECTIVE MUST DO

State what to do Indicate where, sufficiently Explain why it matters

WHAT MAKES A QUEST GOOD

A clear goal An interesting method A consequence that persists

WHAT MAKES ONE POOR

Fetching without reason Killing a quantity Objectives indistinguishable from each other

WHY THOSE PERSIST DESPITE BEING POOR

They are cheap to produce in volume.

WHAT TO DO INSTEAD AT SMALL SCALE

Fewer quests, each designed.

WHAT TRACKING MUST HANDLE

Several active objectives Progress toward each Objectives becoming invalid Order dependencies

WHAT TO AVOID

Losing progress because of the order of actions Objectives that can be made impossible Markers that remove all navigation

WHY THAT LAST POINT

Following a marker is not exploration.

WHAT TO PROVIDE INSTEAD

Directions the player interprets, where the game is about discovery.

WHAT TO STORE

Quest state in a form that survives saving and version changes.

WHY

Broken quest state is among the most common progress-blocking defects.

WHAT TO TEST

Every quest, completed in unusual orders.


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