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Quests: Design, Theory, and History in Games and Narratives

Quests: Design, Theory, and History in Games and Narratives

No customer reviews yet ISBN 9780367686048 A K Peters/CRC Press

Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design.

The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design:

- level design

- quest item creation

- NPC and dialogue construction

- scripting

This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way.

The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com

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Product details

BrandA K Peters/CRC Press
Pub dateApr 25, 2022
ISBN-10036768604X
ISBN-139780367686048
LanguageEnglish
Dimensions10 × 0.62 × 7.01 in
Weight1 lb
Last updated 2026-03-19 04:05
$69.94
In stock — ships in 24 hours with free tracking
Delivery by Monday, September 14, 2026
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