Choices in Video Game Quest Structure

Summary

Game Engine: Oblivion

Abstract: Choices in Video Game Quest Structure was a thesis project created within the Oblivion game world. The focus of this project was to create a unique game world where players had freedom of choice while participating in the quest process. One level was created and used to implement two unique and distinct quest lines.

The "Strange Occurrences" quest variations explored in this thesis project demonstrated the differences between an "industry standard" quest line (strict linear - kill the monster) and a "modified" quest line (open investigative - kill the monster, befriend the monster, avoid the monster) with additional narrative and storyline variations. Tester feedback supported the appeal of adding player choice while questing. It also supported the addition of more dynamic narrative structure for the quest experience, and implied that referencing fairy tales and other narrative storytelling devices are excellent ways to generate quest interest, immersion, and possibly more dynamic gameplay options in modern games.

Development Time: 4 months

  • Research: 40%
  • Design/Implementation of Theory: 30%
  • Testing Theory: 15%
  • Writing: 15%

Thesis: Choices in Video Game Quest Structure