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Quest (video games)

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538:(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 124: 152: 1309: 27: 1299: 586:. 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 522:, 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. 569:
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.
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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.).
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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
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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
405:locations or areas, an increase in the character's 51:. Unsourced material may be challenged and removed. 910: 726: 638:, Game Developers Conference 2005, March 11, 2005 437:pre-conditions before they are allowed to begin. 1787: 887: 752: 750: 973: 630:"Effective Quest Design in MMORPG Environment" 1339: 959: 687: 346: 916: 851: 849: 847: 845: 747: 693: 424:and are not required to complete the game. 1346: 1332: 1298: 966: 952: 893: 858:World of Warcraft: Official Strategy Guide 353: 339: 842: 651:. The MUD Connector. 1999. Archived from 557:A phenomenon unique to text-based games, 111:Learn how and when to remove this message 122: 1353: 756: 724: 1788: 1568:Turns, rounds and time-keeping systems 823: 1327: 947: 817: 463: 668: 49:adding citations to reliable sources 20: 401:or in-game currency, access to new 13: 694:Tom McNamara (December 10, 2004). 497: 391:massively multiplayer online games 14: 1817: 917:Allen Rausch (December 7, 2004). 1308: 1307: 1297: 564: 546: 525: 514: 150: 25: 1076:Bartle taxonomy of player types 878: 573: 481: 36:needs additional citations for 795: 769: 718: 662: 641: 622: 468: 1: 1801:Role-playing game terminology 616: 502:Another type of quest is the 224:Social interaction in MMORPGs 1365:Glossary of video game terms 894:Russ Pitts (July 25, 2020). 803:"Mario Party Advance Review" 7: 594: 427: 379:player-controlled character 10: 1822: 919:"World of Warcraft review" 826:AI Game Engine Programming 696:"World of Warcraft Review" 550: 16:Player task in video games 1737: 1684: 1663: 1588: 1438: 1407: 1371: 1362: 1295: 1252:Iron Realms Entertainment 1237: 1205: 1151:Player versus environment 1056: 1013: 982: 1596:Destructible environment 1214:Designing Virtual Worlds 733:. New York: New Riders. 454:role-playing video games 144:Role-playing video games 60:"Quest" video games 828:. Charles River Media. 757:Scorpia (August 1994). 725:Freeman, David (2004). 673:. U of Nebraska Press. 540:artificial intelligence 254:History of Western RPGs 244:History of Eastern RPGs 127:Selection interface in 1806:Video game terminology 896:"Escort Missions Suck" 824:Schwab, Brian (2004). 655:on November 20, 2007. 649:"May Mud of the Month" 393:. Rewards may include 132: 1638:Procedural generation 813:fetch and carry quest 763:Computer Gaming World 126: 1425:Non-player character 1277:Mythic Entertainment 1221:A Rape in Cyberspace 1156:Player versus player 1131:Non-player character 1016:codebases, libraries 929:on December 14, 2004 759:"Scorpia The Avatar" 706:on December 13, 2004 536:non-player character 259:Non-player character 45:improve this article 1664:Movement techniques 1448:Collision detection 1066:Alternate character 975:Multi-user dungeons 777:"Guild Wars Review" 761:. Scorpia's Sting. 636:on August 12, 2005. 138:Part of a series on 129:Dawn of the Dragons 1745:Advance And Secure 606:Nonlinear gameplay 506:, also known as a 464:Common quest types 387:role-playing games 249:History of MMORPGs 229:Character creation 133: 1783: 1782: 1760:Last man standing 1543:Scripted sequence 1321: 1320: 1282:Plaintext Players 1272:The Mud Connector 871:978-0-7440-0405-2 765:. pp. 29–33. 458:player characters 363: 362: 121: 120: 113: 95: 1813: 1775:King of the hill 1750:Capture the flag 1633:Persistent world 1601:Instance dungeon 1528:Random encounter 1523:Quick time event 1430:Player character 1389:Experience point 1348: 1341: 1334: 1325: 1324: 1311: 1310: 1301: 1300: 1146:Player character 1141:Persistent world 968: 961: 954: 945: 944: 939: 938: 936: 934: 925:. Archived from 914: 908: 907: 905: 903: 891: 885: 882: 876: 875: 853: 840: 839: 821: 815: 810: 799: 793: 788: 787:on May 14, 2005. 783:. 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"Quest" video games
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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
History of Western RPGs

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