Motivational Design

Lenses and Patterns for Motivational Game Design

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patterns:pattern_of_side_quests

Side Quests

When a player can choose to leave the main storyline and chose to complete other tasks (ones not required by the game) It creates a feeling of autonomy.

Focusing Questions

  • Does the player have an opportunity to deviate from the main plot?
  • Can I create any interesting side quests that supplement (expound?) the rest of the game play?
  • Can I give my player something through a side quest that I can not give them from the main storyline?

Examples

Skyrim

In The Elder Scrolls V : Skyrim the player has a choice to complete various missions, most of which don't even progress the story. The quests or side missions generally branch out from the main story and tell tales of their own, thus adding additional content for the player.

patterns/pattern_of_side_quests.txt · Last modified: 2014/05/17 21:06 by araman