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This paper presents an analysis of design patterns present in existing RPGs that aims to better understand such relationships. These patterns identify common ...
The design of role-playing games (RPGs) is very complex, involving an intricate interweaving of narrative, quest design, and level design.
This paper presents an analysis of design patterns present in existing RPGs that aims to better understand common design practices for quests and levels at ...
The paper is entitled “Situating Quests: Design Patterns for Quest and Level Design in Role-Playing Games,” and is linked below. Link to wiki: http ...
Situating Quests: Design Patterns for Quest and Level Design in Role-Playing Games ... Authors: Gillian Smith; Ryan Anderson; Brian Kopleck; Zach Lindblad; Lauren ...
May 18, 2014 · I am working on an fantasy RPG and I would like to get some ideas about how I am implementing Quests. Quests in my game are very generic. The ...
Missing: Situating | Show results with:Situating
Aug 18, 2017 · There are 12 quest patterns. These are ways designers can use their quests, connect multiple quests set them up in engaging ways or teach  ...
We propose a classification of RPG quests based on this structure, and describe a prototype quest generator based on that classification. Our aim is to ...