Pulling the thread of quest rules
The spring months were not merciful on me - struggling with health issues, I could barely focus on any non-critical priorities. Despite that, I found courage and energy to visit a workshop about quest making from narrative perspective led by John Ryan. Now when some time passed, I suspect workshop had a narrative designer's trick to it that turned me from a passive listener into an active participant without me even noticing. But that could be its own bednight story - about missing relatives and lava crabs. This time I want to focus on theory that John presented to us, and my thoughts about it. Main rules of a good quest are following: After quest player should know something new Reward for quest should be compared to complexity of challenge Quest should have a valid explanation of why only player can do the task Quest shouldn’t break the rules of main story line These guidelines felt so natural and obvious to me that it made me look for the reasons why. I started to think - what ...