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	<title>Comments on: Quest Design and Storytelling.</title>
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	<link>http://www.tylerprojects.com/blog/2009/11/quest-design-and-storytelling/</link>
	<description>Social network game developer and consultancy based in Singapore and New York.</description>
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		<item>
		<title>By: Anonomys</title>
		<link>http://www.tylerprojects.com/blog/2009/11/quest-design-and-storytelling/comment-page-1/#comment-2829</link>
		<dc:creator>Anonomys</dc:creator>
		<pubDate>Sun, 06 Dec 2009 14:42:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.tylerprojects.com/blog/?p=859#comment-2829</guid>
		<description>Where is MW2?</description>
		<content:encoded><![CDATA[<p>Where is MW2?</p>
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		<title>By: Luis Raul Blondet</title>
		<link>http://www.tylerprojects.com/blog/2009/11/quest-design-and-storytelling/comment-page-1/#comment-2460</link>
		<dc:creator>Luis Raul Blondet</dc:creator>
		<pubDate>Mon, 30 Nov 2009 22:51:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.tylerprojects.com/blog/?p=859#comment-2460</guid>
		<description>IMMERSION FTW!!!!!!!</description>
		<content:encoded><![CDATA[<p>IMMERSION FTW!!!!!!!</p>
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		<title>By: The Other Leo</title>
		<link>http://www.tylerprojects.com/blog/2009/11/quest-design-and-storytelling/comment-page-1/#comment-2122</link>
		<dc:creator>The Other Leo</dc:creator>
		<pubDate>Sat, 28 Nov 2009 02:56:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.tylerprojects.com/blog/?p=859#comment-2122</guid>
		<description>To be clear. The comic follows its own plot. The player charts his own story, the player isn&#039;t playing the role of anyone in the comic, nor is he following the story of the comic too closely. They might have similar goals, but the exact path of the comic is not exactly the path the player HAS to take. 

They just happen to occur within the same world.  The player is still free to choose whatever action, he or she may choose during the course of the game, but even the game has to be designed such that there are several possible outcomes, or at the very least, designed with several possible actions to take, given the limitations of tech.

It shouldn&#039;t be necessary to read the comic to understand the player&#039;s story at all. Theoretically.</description>
		<content:encoded><![CDATA[<p>To be clear. The comic follows its own plot. The player charts his own story, the player isn&#8217;t playing the role of anyone in the comic, nor is he following the story of the comic too closely. They might have similar goals, but the exact path of the comic is not exactly the path the player HAS to take. </p>
<p>They just happen to occur within the same world.  The player is still free to choose whatever action, he or she may choose during the course of the game, but even the game has to be designed such that there are several possible outcomes, or at the very least, designed with several possible actions to take, given the limitations of tech.</p>
<p>It shouldn&#8217;t be necessary to read the comic to understand the player&#8217;s story at all. Theoretically.</p>
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		<title>By: Lord Julius</title>
		<link>http://www.tylerprojects.com/blog/2009/11/quest-design-and-storytelling/comment-page-1/#comment-2063</link>
		<dc:creator>Lord Julius</dc:creator>
		<pubDate>Fri, 27 Nov 2009 17:00:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.tylerprojects.com/blog/?p=859#comment-2063</guid>
		<description>Immersion makes a game great. I like that each player is a person (albeit a ship captain) and not the same storyline hero. The development of the world storyline will also create a more dynamic environment for players to explore.

However your comic linked storyline seems to go against this. Having established a living environment you then constrain players to acting out limited option story paths. Consequences make immersion possible by giving &#039;bad&#039; outcomes credibility. A fixed plot map makes developing the comic easier and it added a lot of flavour to Mafia Empire, but a fixed plot is still semi-linear.

An alternative quest story is to make the consequences fuzzy so that it is not possible to directly predict what will happen after any quest. Consider reputation and public opinion: failure at one job might ruin a captain&#039;s reputation or it might take 100 failures for anyone to notice. This would require delinking the comic from the quest plot line and linking it to the world story.</description>
		<content:encoded><![CDATA[<p>Immersion makes a game great. I like that each player is a person (albeit a ship captain) and not the same storyline hero. The development of the world storyline will also create a more dynamic environment for players to explore.</p>
<p>However your comic linked storyline seems to go against this. Having established a living environment you then constrain players to acting out limited option story paths. Consequences make immersion possible by giving &#8216;bad&#8217; outcomes credibility. A fixed plot map makes developing the comic easier and it added a lot of flavour to Mafia Empire, but a fixed plot is still semi-linear.</p>
<p>An alternative quest story is to make the consequences fuzzy so that it is not possible to directly predict what will happen after any quest. Consider reputation and public opinion: failure at one job might ruin a captain&#8217;s reputation or it might take 100 failures for anyone to notice. This would require delinking the comic from the quest plot line and linking it to the world story.</p>
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		<title>By: The Other Leo</title>
		<link>http://www.tylerprojects.com/blog/2009/11/quest-design-and-storytelling/comment-page-1/#comment-1760</link>
		<dc:creator>The Other Leo</dc:creator>
		<pubDate>Wed, 25 Nov 2009 02:38:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.tylerprojects.com/blog/?p=859#comment-1760</guid>
		<description>Working on tightening up BSv2.0</description>
		<content:encoded><![CDATA[<p>Working on tightening up BSv2.0</p>
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	<item>
		<title>By: Vimes</title>
		<link>http://www.tylerprojects.com/blog/2009/11/quest-design-and-storytelling/comment-page-1/#comment-1691</link>
		<dc:creator>Vimes</dc:creator>
		<pubDate>Tue, 24 Nov 2009 09:34:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.tylerprojects.com/blog/?p=859#comment-1691</guid>
		<description>What happened to the follow-up post?</description>
		<content:encoded><![CDATA[<p>What happened to the follow-up post?</p>
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	<item>
		<title>By: jaja</title>
		<link>http://www.tylerprojects.com/blog/2009/11/quest-design-and-storytelling/comment-page-1/#comment-1635</link>
		<dc:creator>jaja</dc:creator>
		<pubDate>Sun, 22 Nov 2009 04:09:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.tylerprojects.com/blog/?p=859#comment-1635</guid>
		<description>I love it!!!</description>
		<content:encoded><![CDATA[<p>I love it!!!</p>
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		<title>By: The Other Leo</title>
		<link>http://www.tylerprojects.com/blog/2009/11/quest-design-and-storytelling/comment-page-1/#comment-1590</link>
		<dc:creator>The Other Leo</dc:creator>
		<pubDate>Thu, 12 Nov 2009 06:57:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.tylerprojects.com/blog/?p=859#comment-1590</guid>
		<description>It&#039;s been suggested, and we&#039;ll work out the tech of that, so I can&#039;t promise anything. And no, reading the comic isn&#039;t necessary for the game&#039;s story side to make sense, just readers of the comic won&#039;t always need to read the comic to understand what&#039;s going on. It&#039;s concurrent, and it&#039;ll add to the world and the understanding, but you don&#039;t have to do it.</description>
		<content:encoded><![CDATA[<p>It&#8217;s been suggested, and we&#8217;ll work out the tech of that, so I can&#8217;t promise anything. And no, reading the comic isn&#8217;t necessary for the game&#8217;s story side to make sense, just readers of the comic won&#8217;t always need to read the comic to understand what&#8217;s going on. It&#8217;s concurrent, and it&#8217;ll add to the world and the understanding, but you don&#8217;t have to do it.</p>
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	<item>
		<title>By: Vimes</title>
		<link>http://www.tylerprojects.com/blog/2009/11/quest-design-and-storytelling/comment-page-1/#comment-1589</link>
		<dc:creator>Vimes</dc:creator>
		<pubDate>Thu, 12 Nov 2009 06:50:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.tylerprojects.com/blog/?p=859#comment-1589</guid>
		<description>I really like the idea of limited-time opportunities. Just be careful please that the game doesn&#039;t end up a bit incoherent unless you&#039;re also reading the comics.

Will there be branching quests where choosing to do one thing means you can&#039;t do another, and will the quests you take influence which rare jobs you&#039;re offered?</description>
		<content:encoded><![CDATA[<p>I really like the idea of limited-time opportunities. Just be careful please that the game doesn&#8217;t end up a bit incoherent unless you&#8217;re also reading the comics.</p>
<p>Will there be branching quests where choosing to do one thing means you can&#8217;t do another, and will the quests you take influence which rare jobs you&#8217;re offered?</p>
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		<title>By: Yllaine-chan</title>
		<link>http://www.tylerprojects.com/blog/2009/11/quest-design-and-storytelling/comment-page-1/#comment-1586</link>
		<dc:creator>Yllaine-chan</dc:creator>
		<pubDate>Thu, 12 Nov 2009 06:10:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.tylerprojects.com/blog/?p=859#comment-1586</guid>
		<description>Conspiracies... EBB time!!! &gt;&lt;</description>
		<content:encoded><![CDATA[<p>Conspiracies&#8230; EBB time!!! &gt;&lt;</p>
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