
Originally Posted by
Jeff Howard on digitalhumanities.org
My own book in progress, <cite class="italic">Quests: Design, Theory, and History in Games and Narratives</cite>, discusses ways that a literary technique of symbolic correspondences derived from medieval romance and Renaissance allegory can help designers to construct games in which meaning emerges from gameplay. Four components of a theory of quests (a quest system of journal updates and conversations with non-player characters, spaces, objects, challenges) can themselves "correspond" to another set of design skills (journal management and dialogue construction, level design, creation of quest items, and programming within game engines or “scripting”). If we treat the quest in its etymological sense as a kind of “inquest” or “inquiry” in which players and designers produce meaning rather than passively consuming it, then the next step in this inquiry may be to ask how we can actively create meaning through our design decisions.
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