{"product_id":"quests-design-theory-and-history-in-games-and-narratives-paperback","title":"Quests: Design, Theory, and History in Games and Narratives - Paperback","description":"\u003cdiv\u003e\u003cp style=\"text-align: right;\"\u003e\u003ca href=\"https:\/\/reportcopyrightinfringement.com\/\" target=\"_blank\" rel=\"nofollow\"\u003e\u003cb\u003eReport copyright infringement\u003c\/b\u003e\u003c\/a\u003e\u003c\/p\u003e\u003c\/div\u003e\u003cp\u003eby \u003cb\u003eJeff Howard\u003c\/b\u003e (Author)\u003c\/p\u003e\u003cp\u003e\u003c\/p\u003e\u003cp\u003eCombining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design.\u003c\/p\u003e\u003cp\u003eThe book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design: \u003c\/p\u003e\u003cp\u003e- level design\u003c\/p\u003e\u003cp\u003e- quest item creation\u003c\/p\u003e\u003cp\u003e- NPC and dialogue construction\u003c\/p\u003e\u003cp\u003e- scripting\u003c\/p\u003e\u003cp\u003eThis book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way.\u003c\/p\u003e\u003cp\u003eThe companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com \u003c\/p\u003e\u003ch3\u003eAuthor Biography\u003c\/h3\u003e\u003cp\u003e\u003c\/p\u003e\u003cp\u003eJeff Howard is Senior Lecturer in the Games Academy at Falmouth University in Cornwall, where he specialises in occult, metal, and Gothic themes and mechanics in games.\u003c\/p\u003e\n            \u003cdiv\u003e\n\u003cstrong\u003eNumber of Pages:\u003c\/strong\u003e 222\u003c\/div\u003e\n            \u003cdiv\u003e\n\u003cstrong\u003eDimensions:\u003c\/strong\u003e 0.58 x 10 x 7 IN\u003c\/div\u003e\n            \u003cdiv\u003e\n\u003cstrong\u003eIllustrated:\u003c\/strong\u003e Yes\u003c\/div\u003e\n            \u003cdiv\u003e\n\u003cstrong\u003ePublication Date:\u003c\/strong\u003e April 25, 2022\u003c\/div\u003e\n            ","brand":"BooksCloud","offers":[{"title":"Default Title","offer_id":47459236020477,"sku":"9780367686048","price":110.66,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/3414\/0157\/files\/cTlkOUZuTzVzeXNRZDhqeUhlRWpRQT09.webp?v=1777253196","url":"https:\/\/booktolia.com\/products\/quests-design-theory-and-history-in-games-and-narratives-paperback","provider":"booktolia","version":"1.0","type":"link"}