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====== Quest Design Patterns ======
===== Quest Action =====
Quest actions describe actions the player takes in the service of completing a quest. These are closely related to the mechanics of the game, but are framed in terms of achieving quest goals.
* [[patterns:Choice|Choice]]
* [[patterns:Equip Action|Equip Action]]
* [[patterns:Kill Action|Kill Action]]
* [[patterns:Moxie Action|Moxie Action]]
* [[patterns:Move Action|Move Action]]
* [[patterns:Skill Action|Skill Action]]
===== Quest Element =====
Quest elements are properties of an individual quest that are not player actions nor do they work into the objectives of the quest.
* [[patterns:Deadline|Deadline]]
* [[patterns:Moral Dilemma Quest|Moral Dilemma]]
* [[patterns:Quest_Tied_Item|Quest Tied Item]]
* [[patterns:vehicle_mission|Vehicle mission]]
===== Quest Objectives =====
Quest objectives are patterns for an individual quest, classified by the goal of the quest.
* [[patterns:Activate|Activate]]
* [[patterns:Compilation Quest|Compilation Quest]]
* [[patterns:Defend|Defend]]
* [[patterns:Fetch Quest|Fetch Quest]]
* [[patterns:Follow|Follow]]
* [[patterns:Kill Quest|Kill Quest]]
* [[patterns:Profit|Profit]]
* [[patterns:Search|Search]]
* [[patterns:TimeElapsed|Time Elapsed]]
===== Quest Structure =====
Quest structure patterns describe how quests and actions fit together.
* [[patterns:altering_side_stub|Altering side stub]]
* [[patterns:Arrowhead Questing|Arrowhead Questing]]
* [[patterns:continuous_side_quest|Continuous Side Quest]]
* [[patterns:deja_vu_quest|Deja Vu Quest]]
* [[patterns:delayed_result|Delayed Result]]
* [[patterns:do_one_of_many|Do One of Many]]
* [[patterns:hidden_quest|Hidden Quest]]
* [[patterns:side_quest|Side Quest]]
* [[patterns:tournament|Tournament]]
===== Quest Superstructure =====
Quest superstructure describes how quest structures fit together across the entire game.
* [[patterns:Diamond Superstructure|Diamond Superstructure]]
* [[patterns:linear_hub_pattern|Linear Hub Pattern]]
===== Purpose =====
Quests often serve a purpose in pushing forward the narrative or teaching players about the game design.
* [[patterns:Back Story|Back Story]]
* [[patterns:bridge_quest|Bridge Quest]]
* [[patterns:Contextualizing Quests|Contextualizing Quests]]
* [[patterns:Unlock Quest|Unlock Quest]]