====== Differences ======
This shows you the differences between two versions of the page.
patterns:unlock_quest [2011/06/13 03:49] Gillian Smith created |
patterns:unlock_quest [2011/06/13 03:50] (current) Gillian Smith [Variables and Affordances] |
=====Description===== | =====Description===== |
| |
An unlock quest is one that, upon completion, opens up new features to the player. This can be anything from a new area, to new abilities, to even aesthetic things such as different looks for the buildings in the area. Typically the harder quests of these allow the player to then progress through the storyline, or open up an even harder dungeon for them to explore and get better loot from. Unlock quests can be a kind of [[patterns:contextualizing_quests|Contextualizing Quests]] that introduces the player to an ability or game feature before giving it to them. | An unlock quest is one that, upon completion, opens up new features to the player. This can be anything from a new area, to new abilities, to even aesthetic things such as different looks for the buildings in the area. Typically the harder quests of these allow the player to then progress through the storyline, or open up an even harder dungeon for them to explore and get better loot from. Unlock quests can be a kind of [[patterns:contextualizing_quests|contextualizing quest]] that introduces the player to an ability or game feature before giving it to them. |
| |
Games that focus on unlock quests typically start the player off with very few conveniences, making achieving their objectives difficult. By completing these quests and unlocking new game features, they're rewarded with something more than experience or loot, but also new aspects of the game, which is in many ways much more rewarding. This allows the game world to continue to evolve as the player plays through it, keeping game play fresh and exciting. | Games that focus on unlock quests typically start the player off with very few conveniences, making achieving their objectives difficult. By completing these quests and unlocking new game features, they're rewarded with something more than experience or loot, but also new aspects of the game, which is in many ways much more rewarding. This allows the game world to continue to evolve as the player plays through it, keeping game play fresh and exciting. |
=====Variables and Affordances===== | =====Variables and Affordances===== |
| |
* Difficulty of Quest->Convenience of Feature | * **Risk vs. Reward**: the difficulty of the quest with relation to the convenience of the feature |
* Tasks to be completed | * **Effect**: the reward for completing the quest, in terms of effect on the game state and characters |
* Effect on NPCs and Game World | |
* Effect on Player Character | |
| |
=====Examples===== | =====Examples===== |