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Quests: Design, Theory, and History in Games and Narratives

by: Jeffrey Howard
(26 February 2008)  Key: citeulike:3023144

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Abstract

This unique take on quests, incorporating literary and digital theory, provides an excellent resource for game developers. Focused on both the theory and practice of the four main aspects of quests (spaces, objects, actors, and challenges), each theoretical section is followed by a practical section that contains exercises using the Neverwinter Nights Aurora Toolset.


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