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Quest (video games)

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549:(NPC), while exploring an area alongside that NPC. A typical escort quest would involve protecting a character as he or she moves through an enemy-infested area. A majority of the time, the quest will demand the player to slay multiple enemies to ensure the safety of the NPC. Escort quests can be beneficial, forcing the players to focus on a particular area in order to play out a scene or reveal a section of the plot. Escort quests can also be used to funnel a character from one location to another, leading the player along a route or path. However, problems with this type of quest can occur if the 135: 163: 1320: 38: 1310: 597:. Completion of each quest is a prerequisite to beginning the next quest in the chain. Quests usually increase in difficulty as a player progresses through the chain. The quests typically reveal a single plotline in stages, where events during the stages of the plotline explain the reason or reasons for the different quests. Quest chains can also start with opening or 533:, also known as collection quests or fetch quests, require a character to collect a number of items. These can either be gathered from a location or environment, or require the character to kill creatures in order to collect the required items. The quest may also require the character to collect a number of different items, for example to assemble a device. 580:
Elements from the above types can be combined to make more complex quests. For example, a quest could require that the player find the parts needed to assemble a specific weapon (Gather Quest), and then use these parts to kill a specific foe (Kill quest). Hybrid quests may also include puzzles and
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Quests often fall into several types, such as kill quests, gather quests, delivery/"fetch" quests, and escort quests. However, quests can include more than one mission, such as gathering something and transporting it somewhere. Quests can be linked together to form quest series or chains. In this
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Questing is a tool used in role-playing games to avoid putting players in a position where they only perform a repetitive action, such as killing creatures. Players may be performing this activity in order to gain new skills and progress to new areas, or to gain in-game money in order to buy new
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or collecting a list of specific items. Some quests may take only a few minutes or hours to complete, while others may take several days or weeks. Often, the larger the reward, the longer the quest takes to finish, and it is common for a quest to require characters to have met a certain set of
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quest or fetch-carry quest. This involves the character being sent to deliver an item from one location to another. Sometimes, the character may need to collect the item first, instead of being handed the item to deliver when starting the quest. These quests are made challenging by asking the
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quests, in order to encourage characters to journey to a new area, where further elements of the quest chain are revealed. Through mechanisms like these, the setting of a particular location is explained to the player, with the plot or storyline being disclosed as the character progresses.
467:. It is a smaller mission within a larger storyline, and can be used as a means to provide non-linear structures to an otherwise linear plot. As a general rule, the completion of sidequests is not essential for the game to be finished, but can bring various benefits to the 488:
sends the character out to kill either a specific number of named creatures, or a specific NPC (non-player character). These types of quests often require the character to bring back proof of their work, such as trophies, or body parts (boar tusks, wolf pelts, etc.).
456:", can slow down a character's progression in the game and ultimately limit the player's enjoyment. Having a number of quests for characters to tackle is seen as a way to provide variety, and to counter the need to grind in these types of games. 553:
controlling the NPC causes the NPC to behave in unexpected or unmanageable ways. Because many escort quests are often perceived as being poorly done, they are very unpopular amongst the gaming community.
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is reached. Enemies in these quests are usually either immortal or infinite in number, until the player is successful. At this point, the enemies would either be killed, or stop appearing.
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In the most general sense, a quest is a "hunt for a specific outcome", in contrast to simply winning a game. Typical quests involve killing a set number of
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Walker, Jill. "A Network of Quests in World of Warcraft". Second Person: Role-Playing and Story in Games and Playable Media. March 8, 2007
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Our areas also include the ability to track a player's progress in a task, and allows for incredibly detailed quests.
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requires a player to attack certain enemies or structures with a combination of attacks until the required number of
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manner, quests are used to provide the player with further background to the setting their characters are in. This
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character to journey through unfamiliar or dangerous terrain, sometimes while facing a time limit.
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Many types of quests are referred to as "sidequests". These are quests which deviate from the main
196: 396:, or group of characters may complete in order to gain a reward. Quests are most commonly seen in 1755: 1707: 1583: 1483: 1425: 1394: 1207: 1182: 1131: 1081: 985: 969: 616: 327: 239: 201: 162: 95: 1702: 1553: 1292: 1282: 1238: 1136: 876: 840: 745: 685: 1760: 1643: 1611: 1538: 1533: 1440: 1399: 1156: 1151: 813: 468: 432: 417: 405: 274: 170: 937: 1712: 563: 294: 906: 1681: 1503: 1488: 1450: 1430: 1197: 1146: 1121: 1111: 738: 453: 425: 1800: 1780: 1775: 1573: 1568: 1468: 1192: 1126: 962: 409: 244: 191: 593:
is a group of quests that are completed in sequence. Quest chains are also known as
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depend on guessing the correct syntax to carry out a (typically simple) operation.
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in order to learn new skills and abilities, or any combination of the above.
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Ryan, Marie-Laure (2004). "Quest Games as Post-Narrative Discourse".
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items, such as armor and equipment. This process, commonly known as "
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is a combination of killing enemies to maintain the well-being of a
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is an optional section of a video game, and is commonly found in
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Michael Lummis; Danielle Vanderlip (2004). "What is a Quest?".
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is also used to advance any story or plot the game might have.
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Creating Emotion in Games: The Craft and Art of Emotioneering
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Narrative Across Media: The Languages of Storytelling
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Archived from 568:A phenomenon unique to text-based games, 122:Learn how and when to remove this message 632: 302: 226: 169: 153: 1579:Turns, rounds and time-keeping systems 7: 60:adding citations to reliable sources 412:or in-game currency, access to new 705:Tom McNamara (December 10, 2004). 402:massively multiplayer online games 25: 928:Allen Rausch (December 7, 2004). 1319: 1318: 1308: 161: 36: 1087:Bartle taxonomy of player types 47:needs additional citations for 1: 1812:Role-playing game terminology 513:Another type of quest is the 235:Social interaction in MMORPGs 1376:Glossary of video game terms 905:Russ Pitts (July 25, 2020). 814:"Mario Party Advance Review" 390:player-controlled character 1833: 930:"World of Warcraft review" 837:AI Game Engine Programming 707:"World of Warcraft Review" 561: 27:Player task in video games 1373: 1306: 1263:Iron Realms Entertainment 1162:Player versus environment 1607:Destructible environment 1225:Designing Virtual Worlds 744:. New York: New Riders. 465:role-playing video games 155:Role-playing video games 71:"Quest" video games 839:. Charles River Media. 768:Scorpia (August 1994). 736:Freeman, David (2004). 684:. U of Nebraska Press. 551:artificial intelligence 265:History of Western RPGs 255:History of Eastern RPGs 138:Selection interface in 1817:Video game terminology 907:"Escort Missions Suck" 835:Schwab, Brian (2004). 666:on November 20, 2007. 660:"May Mud of the Month" 404:. Rewards may include 143: 1649:Procedural generation 824:fetch and carry quest 774:Computer Gaming World 137: 1436:Non-player character 1288:Mythic Entertainment 1232:A Rape in Cyberspace 1167:Player versus player 1142:Non-player character 1027:codebases, libraries 940:on December 14, 2004 770:"Scorpia The Avatar" 717:on December 13, 2004 547:non-player character 270:Non-player character 56:improve this article 1675:Movement techniques 1459:Collision detection 1077:Alternate character 986:Multi-user dungeons 788:"Guild Wars Review" 772:. Scorpia's Sting. 647:on August 12, 2005. 149:Part of a series on 140:Dawn of the Dragons 1756:Advance And Secure 617:Nonlinear gameplay 517:, also known as a 475:Common quest types 398:role-playing games 260:History of MMORPGs 240:Character creation 144: 1794: 1793: 1771:Last man standing 1554:Scripted sequence 1332: 1331: 1293:Plaintext Players 1283:The Mud Connector 882:978-0-7440-0405-2 776:. pp. 29–33. 469:player characters 374: 373: 132: 131: 124: 106: 16:(Redirected from 1824: 1786:King of the hill 1761:Capture the flag 1644:Persistent world 1612:Instance dungeon 1539:Random encounter 1534:Quick time event 1441:Player character 1400:Experience point 1359: 1352: 1345: 1336: 1322: 1321: 1312: 1311: 1157:Player character 1152:Persistent world 979: 972: 965: 956: 950: 949: 947: 945: 936:. Archived from 925: 919: 918: 916: 914: 902: 896: 893: 887: 886: 864: 851: 850: 832: 826: 821: 810: 804: 799: 798:on May 14, 2005. 794:. 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Index

Quest chain

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Role-playing video games

Subgenres
Action RPG
Soulslike
Dungeon crawl
Monster-taming
MUD
MMORPG
Roguelike
Tactical RPG
Social interaction in MMORPGs
Character creation
Dialogue tree
GNS theory
History of Eastern RPGs
History of MMORPGs

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