A Transfiguration Paradigm for Quest Design

IF 2.4 2区 文学 Q1 COMMUNICATION
Steven Harris, N. Caldwell
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引用次数: 0

Abstract

Quest design is an important design aspect of video games. The current approach to quest design is dominated by a task-orientated paradigm in which a quest is viewed as a series of tasks to be completed as part of the narrative structure of the game. This paper presents an alternative paradigm that shifts away from the predominant task-based approach to quest design. Based on a study of existing quest models, a dual quest framework of singular and synergy quests is proposed. Within the frameworks, tasks become an intermediary step within the quest which is now focused on the transfiguration of the player character. This approach offers a practical design structure for both procedural and manual quest design.
任务设计的变形范例
任务设计是电子游戏的一个重要设计元素。当前的任务设计方法是由任务导向的范例所主导的,在这种范例中,任务被视为一系列需要完成的任务,是游戏叙事结构的一部分。本文提出了一种替代范例,从主要的基于任务的方法转向任务设计。在研究现有任务模型的基础上,提出了一种奇异任务和协同任务的双重任务框架。在框架中,任务成为任务中的中间步骤,现在主要关注玩家角色的变形。这种方法为程序和手动任务设计提供了实用的设计结构。
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
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