Motivational Design

Lenses and Patterns for Motivational Game Design

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patterns:side_quests

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patterns:side_quests [2015/09/24 20:03]
araman
patterns:side_quests [2015/09/24 20:03] (current)
araman
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 When a player can choose to leave the main storyline and complete other tasks (ones not required by the game), these tasks are called side quests. The side quests provide the player with smaller goals to accomplish while waiting to accomplish the main goals. When a player can choose to leave the main storyline and complete other tasks (ones not required by the game), these tasks are called side quests. The side quests provide the player with smaller goals to accomplish while waiting to accomplish the main goals.
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 Using Miyamoto'​s Pyramid in a different way, we can represent main quest as something the player has to complete. Side Quests are smaller less important missions that act like fillers when the main missions aren't being completed. Using Miyamoto'​s Pyramid in a different way, we can represent main quest as something the player has to complete. Side Quests are smaller less important missions that act like fillers when the main missions aren't being completed.
patterns/side_quests.txt ยท Last modified: 2015/09/24 20:03 by araman