Quests Book Review
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This inherent problem with quests in games is further touched upon in the introduction to the book, which explains that its own goal is to prove quests out as a bridge between games and narratives. "[I]nteractivity is a prerequisite of enactment but is not sufficient to produce it...," says Howard. "[E]nactment requires active, goal-directed effort, often in the form of balancing long-term and short-term goals." Campbell, Frye, Auden and Propp are all consulted and cited here, exploring their own takes on quests in terms of their place in the heroic monomyth, medieval romance, subjective personal experience, and a "sequence of defined transformations," respectively. However, the most enlightening point comes after an exploration of the history of quest games (from D&D through WOW) where, quoting Tronstad, the author explains that "the paradox of questing is that as soon as meaning is reached, the quest stops functioning as quest." The profusion of more-or-less meaningless quests in MMORPGs "causes the 'main quest' to disappear" according to Howard, who cites the "bleak scenario" of WOW as not being conducive to meaningful gameplay.
Given that challenge, the main portion of the book serves as a sort of lesson plan towards the creation of better, more meaningful quests in modern games. In Chapter 1, "Introduction to Quest Design," Howard asserts that designing meaningful action is key, and ample examples of symbolism and spiritual analogy tied to the story of Sir Gawain and the Green Knight are offered. The following chapters each cover a different element of quest design, more or less aligned along the same breakdowns as one might find in a MUD codebase: w(or)ld, mob(ile), obj(ect) and the like. Each one is broken up into two sections: theory, and practice, the former covering Howard's thoughts on the topic, and the latter delving into practical examples of how to create that quest element using the Neverwinter Nights Aurora Toolset.