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Choices in Video Game Quest Structure
By: Svea Eppler
Supervisor: Michael McCoy
Master of Interactive Technology degree conferred May 16, 2009
Thesis / Project completed May 16, 2009

This thesis explores alternatives to the common standard of quest structure and progression in modern role play video games. Research implies that many games today rely on a similar and systematic style of quest progression that creates a similarity in player choice and a lack of dynamic gameplay during quest progression. Specifically, modern games rely on commonly themed player choices in strictly scripted quest dialogs that have commonly recognizable names and goals such as “kill the monster”, “escort”, and “rescue the maiden/youth”. This thesis tests two versions of the same level within the Oblivion engine using identical NPC characters with modified quest dialog and quest goals. By testing players within the same game environment using different quest options and player choice, this thesis examines player feedback about an alternative to strictly linear quest lines based on the freedom of choice present in fairy tale quests.

The results of this research imply that players respond well with clearly stated quest goals in both traditional and non-traditional styles. Well designed quests are interesting and immersive regardless of the style in which they are created, however, the strictly scripted “kill the monster” quest disappointed players who wanted more options in their quest process, specifically to talk to or avoid the monster. Likewise, after encountering the monster, players participating in both quest types indicated the desire to choose the next step of their quest to be further exploration of the quest line, rather than to follow the standard and return to the original quest giver for a reward.

The results of this thesis project indicate that players enjoy standard and nonstandard types of quests, but the overall desire of most players is to have more choices and options during gameplay to fulfill the requirements of a quest line. The scope of this project is not broad enough to be conclusive, but further research into the use of alternatives to the industry standard of strict and predictable quest lines may demonstrate the overall appeal and re-playability of offering more quest choices to players during standard gameplay.

Download entire thesis (.pdf)