MODEL

OVERVIEW

TEMPLATE - Quest Design Guidelines

INTENTIONS

Why do I give this quest to the player? Why to they feel motivated to go through with it?

****PROGRESS

MEANING

DISCOVERY & PLAY

Players are motivated by direct or implicit expectations (promises made in dialog, past experiences serving as reference, UI information, genre saviness...)

When the designer knows why the quest exist, they should be able to fill a:

TEMPLATE - Quest Design Brief

PRINCIPLES

How do I design this quest? - If you have a design problem in your quest, it will be related to one of these:

STRUCTURE

PACING

PATHING