So today I thought I'd do a basic run down of designing a quest. Now I'm no expert, but I like to think I know how its down so I'll lay out what I know.
When designing a quest there are several options to consider, but perhaps one of the most basic and crucial is choosing whether it will be branching or linear. While branching has become more and more popular these days, linear is still the type of quest you'll find in most games. A linear quest basically brakes down as one or more segments of go here and do this. A branching quest on the other hand give a player choices about how the story is going to play out.
Both types have their pros and cons:
Linear --------
Pros:
Allows the writer to tell a more focused story
Is faster and easier to design and implement
Won't cause the player to constantly second guess themselves
Cons:
Takes choice out of the players hand creating a less personal experience
Can lead to a lack of variety creating stale gameplay
Branching --------
Pros:
Allows the writer to tell a story which meets the player's preference
Gives players a degree of control over their experience
Can create a greater variety of gameplay
Cons:
Can take a long time to craft
Players who make middle of the road choices will often have less interesting experiences
Players may experience fewer twists and turns if they partially control the story
To better illustrate the above points I've taken the dialogue scene, "The Treasure" and created a quest flowchart for it.
Linear:
Quinn Finds the Journal
Quinn meets Sid
Quinn and Sid find the Treasure
Quinn saves Sid's life and the two bond
Quinn and Sid are confronted by a sinister businessman named Armand
Quinn and Sid manage to overcome him and get the treasure
This version of the quest could serve as a skeleton underlying a gripping and intense, if a little cliché, story which would be easy to form gameplay around.
Branching:
This is a little more complicated
As you can see, even a relatively simply series of event can branch out into a complex web of conditions and outcomes(open the diagram in a new page to see a larger version).
When creating a branching storyline it can be tempting to create a huge number of possible routes all leading in different directions, however it is important to keep it relatively tight for the sake of practicality; if it branches too much it can become impractical to create. The challenge is in balancing player choice with production time. A standard "cheat" is to have multiple paths that weave in and out of each other, at one point in the above diagram there are two columns, three if you count failures, each with three rows which can be mixed and matched to create a diverse range of experiences with a limited number of events.
Now depending on whether or not the quest is going to feed into anything else in the game you have two choices, having a large number of endings or having a small number of endings. A smaller number of endings makes the quest easier to integrate into a larger game, whereas a greater number of endings gives the player more input on the outcome based on their choices. Of course it isn't all or nothing, some parts of an outcome could be integrated while others are not. For example, in two of the above endings the player was working with Armand and was rewarded. Now since Sid isn't around and you haven't crossed Armand the out come could simply be that the player earned a reward and no integration into a larger game, if there is one, is necessary. However there is also the option to include that integration and have the player continue working for Armand; maybe that play then gets a reputation as a criminal, or a lowlife, or as a "respectable businessman".
In all of this the thing which is most crucial to avoid is having either endings which are not diverse, or tailoring the endings to make the player choose the one you as a writer wants the most. Both of these scenarios cheats the player out of the feeling that they had the freedom to choose their own path and can reflect poorly on the writer (looking at you Casey Hudson, with all due respect of course).
So those are just a few of my thoughts on writing a quest, if you found this information interesting, helpful, informative, or even if you felt it was completely wrong feel free to leave a comment and let me know. Until next time!
Peter Writes
Tuesday, September 30, 2014
Sunday, September 28, 2014
How I learned to stop worrying and embrace Madness!
So in my usual tradition of eavesdropping on every conversation I'm in earshot of I recently overheard the leaders of my Nerf group discussing the introduction of new game types. They were interesting in playing a game type I had previously come up with, a combination of team death match and humans vs zombies, and I began to wonder what other game types I could come up with simply by throwing multiple game types together. Then it hit me, why settle for combining two or three game types when I can combine them all! So, after about ten whole minutes hard thought this is what I came up with; a little game I like to call MADNESS!!!!!!
The game starts with 2 man pods and 2 (depends
on number of players) zombies.
Players in a pod must always be within
sight of each other
If you are shot you are frozen in
place, however you may still shoot zombies, but not players.
To become unfrozen you must be tagged
by another player at which point you join their pod
Pods cannot exceed ~1/3 of the number
of player which started the game minus the zombies
If you are added to a team either by
being tagged or converted and the team already has the maximum
number of players you return to the human re-spawn Zone and re-spawn
No one may enter the human re-spawn
zone unless they are re-spawning
If you are tagged by a zombie at any
point you become a zombie on the spot
If a zombie is shot twice by a regular
dart or once by a mega dart they must return to the zombie
re-spawn zone
If you are carrying a flag and are
turned into a zombie you must drop the flag, any one who isn't a
zombie may now pick it up
If you are frozen while holding a flag
you continue to hold it until you are tagged into the same or a
different pod
Objective 1
Each pod tries to retrieve the flag
from the Flag Zone.
Objective 2
Bring the flag to the conversion zone
Only one team can occupy the C zone at
any time
You are NOT safe in the C zone
While in the C zone any zombies you
shoot come back to life and join your pod
At least 1 member of your team must
hold the zone for 30 seconds
Objective 3
Bring the second flag from the C zone
back to the Flag Zone
If you succeed you score a point
NOTES:
It might be best if the Flag and
Conversion zones are out in the open
Sunday, September 21, 2014
The Treasure
The Treasure
A dialog scene for two
actors
By Peter Kenna
Set:
Interior dive shop, the place is well kept and tidy, but the building
is clearly old. On the left side of the room there is a counter with
a register.
Characters:
Sid
Caldwell: Approximately sixty-five years old with thinning white
hair. He wears a Hawaiian shirt, straw hat, shorts, and sandals. He
is more than a little world weary.
Quinn
Avery: About thirty-five, short hair, wearing khakis, loafers, a
silver dive watch, and a polo shirt. His manner is energetic and
intelligent, speaking excitedly and with conviction.
Opening:
Side stands behind the register and Quinn enters from the door on the
right.
Sid:
Whatever you need son you'd better make it quick, we close in ten.
Quinn:
(looks at his watch) The sign says you're open 'til six.
S:
Ya, but there's a storm movin' in and I don't wanna be driving in it.
You get to my age and you start being cautious about that kind of
thing.
Q:
Then I'll try to be brief. Mr. Caldwell m...
S:
Sid.
Q:
Mr... er Sid, my name is Quinn Avery, I'm a marine biologist with the
Boston Aquarium.
S:
Florida's a long way from Boston kid.
Q:
I came to meet you sir, I found something incredible during one of my
marine life surveys.
S:
Ok, I'm gonna stop you right there. You can call yourself anything
you like, but if you have something to show me that means your a
treasure hunter and I want no part of it.
Q:
But it's about the Alvarez.
S:
So?
Q:
So I know you spent twenty years of your life looking for it and you
haven't given up hope, no matter how bitter you seem.
S:
(takes a deep breath and exhales) You've got two minutes.
Q:
Thank you. Now as I was saying; I was conducting a marine life survey
off the cost of Boston and at one of my survey sites I found
something. You see back in the thirties the Navy scuttled one of
their old battleships which since then has become a marine life
habitat. I was surveying it, something we do every five years to
track local marine populations, when I noticed something incredible;
after the ship had sunk it settled not on the ocean floor, but on
another shipwreck.
S:
That's an incredible story, but the Alvarez didn't sink in the north
Atlantic, it sank in the Caribbean.
Q:
Of course, but the Alvarez wasn't lost with all hands, the first mate
and six crewman made it off and one ended up serving on this ship,
the one I did find. And what's even more incredible is what he had
with him when the ship sank; his personal journal which he kept while
serving on the Alvarez. In the journal he recounted not only where
they had found the treasure the ship was hauling, but also gave
detailed description of some of the individual pieces.
S:
All of which was in the first mate's official report, now if you're
done wasting my time I have to close up.
Q:
Not quite, because there was at least one item the first mate didn't
talk about.
Quinn
pulls a piece of paper from his pocket and starts reading
Q:
“But among all these grand treasures the oddest was this, a square
board upon which where gilded pathways, straight like rows of crops,
but turning sharply at odd points forming a pattern I could not
discern. Some of the pathways were joined by small beads, threaded
with golden wire and marked with symbols unlike any I had ever come
across. Even among these foreign treasures, it is the most peculiar
object I have ever seen.”
S:
I believe what you're missing there kid, is a point.
Q:
But don't you get it, what he's describing?
S:
Sounds like an Aztec attempt and cubism.
Q:
No, its a circuit board!
S:
Oh, lord, this is going to be about aliens isn't it.
Q:
Not aliens, Atlantis.
S:
This isn't funny anymore kid, I'm leaving and if you don't want me to
call the cops I suggest you do the same.
Sid
walks swiftly toward the door, but Quinn dashes ahead and stops him
Q:
(pleadingly) Please sir, just think about it. All around the world
cultures have stories about a great civilization lost beneath the
sea. The Ancient Greeks, Egyptians, Aztecs, even the Bible all tell a
similar story. What if the stories are true, who knows how far that
civilization could have advanced? This artifact could be the first
piece of definitive proof and give support to vast amounts of
circumstantial evidence.
S:
But like you say, the evidence is circumstantial, what makes you
think I'd believe you theory, or that this journal of yours is even
real.
Q:
The journal is real, that much I can prove. As for the rest of it, I
guess I'm just hoping your desire to find the Alvarez is enough to
outweigh your skepticism.
S:
And lets just say I did believe you, what could you possibly want
from me?
Q:
If I want to find that artifact I first need to find the Alvarez. The
journal I found contains other information the official reports
didn't have, new clues to the where the Alvarez sunk. I can find the
Alvarez, but I need your help. No one knows the story like you do, no
one else has as deep an understanding of the evidence. We can do this
together. So what do you say, will you help me?
Scene
The Campfire
It was well after sundown when five men
made camp high up on the side of Mt. Mansfield. It was the end of
October and the cold night air howled the Green Mountains. The men
were tired, their bodies ached for rest and their arms clung to their
chests; struggling for warmth. They wanted to turn in, but it was the
31st, and there was a tradition to keep.
As the camp fire roared to life, the
man who had lit it knelt for a moment warming his hands, then turned
to the log behind him and sat down.
“Well then, I think we're ready to
get started. Who wants to lead us off gentlemen?”
Another man answered from across the
fire, “Come on Earnest, I thought rangers led the way?”
A third man spoke from the second's
left, “That's Army rangers
Forest, only thing park rangers lead are tour groups.”
All except Earnest
chuckled, he instead spoke, “Well then Danny boy, I suppose you're
volunteering then?”
Daniel nodded,
“Don't see why not; gotta warn you though, I'm a tough act to
follow.”
“I'll say, I was
down wind of you the whole way up”, the fourth man, Richard,
rebutted.
Daniel shot him a
sarcastic glare, “Shut your trap and listen, it's my turn; you can
talk on yours.” Daniel then got low to the fire and stare into it
intensely. “It all began many years ago, not too far from
here......
A young couple, not married a week, had decided to spend their
honeymoon hiking the Green Mountains; two weeks of nothing but
themselves and the great outdoors. At first everything was great,
they'd seen a lot of wildlife, amazing vistas, and incredible
waterfalls cascading into crystal pools of icy water. But on the
fourth day the wife started to feel odd, she was starting to notice
that the places they were hiking to seemed familiar, as if she'd been
there before. When she asked her husband about it he said he hadn't
noticed, but that he was sure they were staying on course. The next
day she started to feel that the places they were going were even
more familiar, but her husband again dismissed it. He had a map and a
compass and was sure they were going the right way. He told her it
must have been deja vu and they continued on. On the sixth day she
the places they went felt so familiar that she was even able to
predict what things would look like before they even got to them. Now
the the wife was starting to freak out a little, but her husband knew
that her parents had taken her hiking in the area when she was young
and he assured he that she must have taken this same trail when she
was young.
That night she awoke with a start, she could here something outside
their tent rummaging though their bags which they had hung in a tree
for safety. She unzipped the tent the tiniest crack, just enough to
see out of and saw a dark figure take the map out of their bag and
replace it with another.
The woman didn't know what to do, and in a fit of panic she through
open the tent and leaped upon the invader and nocked it to the
ground. Her triumph, however, was short lived and the figure flung
her off of itself and backed away into the woods; but as it did the
moonlight caught it's face, her face. She shut here eyes tight, not
wanting to believe what happened and fearful of what would happen
next. Finally, she knew she had to face that thing again and opened
her eyes.
It, was the fourth day of her honeymoon, and everything had been
going well.....”
Everyone around
the camp fire gave a respectful clap and Daniel gave a mocking bow.
“So, what did you think?”
Forrest scratched
the back of his head and gave Daniel a quizzical look, “So I like
the build up, but I don't quite get the ending.”
Daniels gave a
knowing look, “That's just it, no one does. You see this isn't just
a story, this is every day for a one Aylene Musk who's been in a New
York mental institution for the last sixteen years since she was
found wandering in the woods a just a week into her honeymoon
mumbling things like, “it has my face” and “I know I've been
here before”. After a few years of hearing her repeat bits and
pieces of it they were finally able to put her story together, and
that's not all. To this day no one knows what happened to her
husband; he hasn't been found dead or alive.”
Forest shook his
head, “Bullshit, that didn't happen.”
Daniel shrugged,
“Feel free to look it up when you get home.”
The fifth man
spoke up, “Yer kinda hosed either way 'cause the way I figure it
you're either trying to excuse the bad ending, or you didn't make it
up yer cheatin' by using a true story.”
“That's not
cheating, do you have any idea how much work it took to turn that
woman's ramblings into a coherent story?”
“I thought you
said the people at the Asylum figured it out”, Earnest interjected,
“Ok, fine, do
you have any idea how much work it took to turn the internet article
about that woman's ramblings into a coherent story?”
Forrest smirked,
“Hour, hour and a half.”
“It took a lot
of time, ok. And don't call it an asylum, the preferred term is
institution.”
“How about state
home for the crazy, can I say that?”
“Forest.....”,
Daniel grumbled.
“Ok, ok, I get
it. So, who wants to here my twisted tale of torment and terror?”
Earnest nodded,
“Only if there's more to it than bad alliteration.”
“Don't worry,
there is. And you're all gonna want to lean in close for this one.”
Forrest huddled
low over the fire, light from the flames dancing over his face
malevolent grin. The others leaned in too, though more for
curiosity’s sake than for any atmosphere they expected from the
story.
“It was early
morning and a group of hikers had just woken, ready to face the day.
They had been making good progress and that nights campsite would
bring them to the halfway point of their odyssey. There were three
of them, Ben; a hulking mountain man, Jack; a trail guide, and Jonny;
their high school buddy who worked upstate. Now Ben and Jack spent
most of their time in the great outdoors, but Jonny preferred not to
roam outside the narrows of civilization. You see as a young child
Jonny had been bitten by a copperhead and was sick for almost a week
and ever since then avoided anywhere snakes might dwell, fearing that
if he came across another, it would leave him worse than just a
little sick. Now the notion was of course ridiculous, a snake from
these parts might give you a stomach ache, but kill you? Out of the
question. But none of that registered with his, because weather or
not there was reason for it, the fear was real, and that was
enough for him.”
The Package
Setting: Interior office, a woman, Ms.
Teach, sits at a computer behind a desk, the room is filled with
papers and boxes, but is orderly. A man, Philips, comes through the
door and walks quickly up to the desk.
Teach: They don't knock where you're
from Philips?
Philips: Sorry mam, but its urgent.
T: Urgency's not a substitute for
manners.
P: Yes mam.
T: So.
P: So......
T: Urgent?
P: Yest mam, of course. Well you know
the package we were holding for the WesTech account?
T: I do.
P: Well, its sort of gone.
T: I should hope so, they asked for it
yesterday.
P: No not gone, its gone gone,
like missing gone.
T: Missing like you lost it?
P: Well I wouldn't say that.
T: Because you didn't?
P: Because I don't want it to be my
fault.
T: And is it?
P: I can't say.
T: Because its you fault?
P: Because I don't
know. You see yesterday I gave it to Dave to give to Glen to give to
Gloria to send to WesTech. but Dave says I told him to give it to
Gloria directly only they never work at the same time so Dave left it
on Gloria's desk with a note. When she came in she says she found the
note on her desk, but the package wasn't there.
T: So someone took
it off her desk.
P: So I assume, but
the problem is that Gloria came in yesterday with a concussion which
means she could have sent it and simply forgotten.
T: Why did she come
in if she had a concussion?
P: Well she already
used up all her sick days and the concussion was pretty mild so she
figured she'd be ok.
T: Guess she
wasn't. So what did the mailroom say when you asked them about the
package?
P: Uhhh.......
T: You didn't ask
them did you?
P: Ehhh.... no.
T: Well then?
P: Right, going
now.
T: Oh and Philips,
when you come back what are you going to do?
P: Know where the
package is?
T: And....
P: Knock.
T: 'At a boy.
(Knocking on the
door)
T: Come in
(Philips enters)
T: See, knocking's
not that hard; now what did you find out.
P: Ok, so I went
down to the mail room and spoke to Pat. Now she confirmed that Gloria
had in fact used up all her sick days, but not because she was sick;
it turns out she's been using her sick days to visit a guy over in
springfield. And d'you wanna know how she got that concussion? Turns
out you're not the only person who likes people to kno-
T: Philips! What
did you learn about the package!
P: Oh, right. Well
it seems that Gloria brought down three packages but didn't leave any
address, so they were moved into holding.
T: And did you find
it.
P: Sure did, I just
sent it out to MysTech personally.
T: Philips.
P: Yes, mam?
T: Your an idiot.
The Snow Foul
It was near midnight when a man walked
into The Ice Dam, a flurry of wind and snow giving chase as he
hastily slammed the door, eager to keep more of the storm from
catching him. He was dressed well enough for the weather, from his
fur lined boots to woolen cap, but still looked as though he might
shake apart as he brushed the snow from his short, dark beard. The
place was nearly empty save for a few regulars seated around the bar,
the low murmur of quiet conversations hovering over the air. The man
trudged purposefully toward the bar removing his hat, gloves, and
jacket which he placed carefully on the back of a barstool before
sitting down.
“You Ian?”, the man asked
gesturing at the barkeep.
“Sure am, what can I do ya for?”
“Got anything back there might warm
a man up?”
“Coffee for the body, whiskey for
the soul.”
“Coffee sounds good thanks.”
“Comin' up.”
The man looked at the barkeep; he was
older, maybe sixty or so and his years had worn on him heavily. He
wore his hair in a great mane and a beard, neither of which were
tame.
“Coffee's up!”, the barkeep said
as he placed a large mug before the man, the strong smell and warm
air wafting into his nose, red from the cold.
“Thank you.”
“Sure thing, though I imagine that's
not all you've come. Who gave you my name?”
“John Darby.”
“Darby eh... So you're a hunter
then?”
“Not exactly, at least not that kind hunter.”
“Not exactly, at least not that kind hunter.”
“What kind then?”
Writing Projects
So I've been working on a bunch of writing projects for a job application. The application asks for a 2-3 page example of dialog writing and I had really been struggling to turn out anything good. Finally today I managed to bang out a two page dialog scene in about 45 minutes that I actually feel kind of good about. It could probably use some editing (likely mostly grammatical given my track record) so feel free to leave comments and corrections. I'm going to post all of the short stories and scenes I worked on on the off chance that there are good elements in one or two of them which someone might spot.
Subscribe to:
Posts (Atom)