ITU

From Hunt the Wumpus to EverQuest: Introduction to Quest Theory

Research output: Conference Article in Proceeding or Book/Report chapterArticle in proceedingsResearchpeer-review

Standard

From Hunt the Wumpus to EverQuest: Introduction to Quest Theory. / Aarseth, Espen J.

Entertainment Computing - ICEC 2005. ed. / Fumio Kishino; Yoshifumi Kitamura; Hirokazu Kato; Noriko Nagata. Springer, 2005. p. 496-506 (Lecture Notes in Computer Science, Vol. 3711).

Research output: Conference Article in Proceeding or Book/Report chapterArticle in proceedingsResearchpeer-review

Harvard

Aarseth, EJ 2005, From Hunt the Wumpus to EverQuest: Introduction to Quest Theory. in F Kishino, Y Kitamura, H Kato & N Nagata (eds), Entertainment Computing - ICEC 2005. Springer, Lecture Notes in Computer Science, vol. 3711, pp. 496-506, Entertainment Computing - ICEC 2005, Sanda, Japan, 19/09/2005. <https://link.springer.com/content/pdf/10.1007%2F11558651_48.pdf>

APA

Aarseth, E. J. (2005). From Hunt the Wumpus to EverQuest: Introduction to Quest Theory. In F. Kishino, Y. Kitamura, H. Kato, & N. Nagata (Eds.), Entertainment Computing - ICEC 2005 (pp. 496-506). Springer. Lecture Notes in Computer Science Vol. 3711 https://link.springer.com/content/pdf/10.1007%2F11558651_48.pdf

Vancouver

Aarseth EJ. From Hunt the Wumpus to EverQuest: Introduction to Quest Theory. In Kishino F, Kitamura Y, Kato H, Nagata N, editors, Entertainment Computing - ICEC 2005. Springer. 2005. p. 496-506. (Lecture Notes in Computer Science, Vol. 3711).

Author

Aarseth, Espen J. / From Hunt the Wumpus to EverQuest: Introduction to Quest Theory. Entertainment Computing - ICEC 2005. editor / Fumio Kishino ; Yoshifumi Kitamura ; Hirokazu Kato ; Noriko Nagata. Springer, 2005. pp. 496-506 (Lecture Notes in Computer Science, Vol. 3711).

Bibtex

@inproceedings{55baa68d9b804fc9a73b6939bc507ba2,
title = "From Hunt the Wumpus to EverQuest: Introduction to Quest Theory",
abstract = "The paper will explore how the landscape types and the quest types are used in various games, how they structure the gameplay, how they act as bones for the game-content (graphics, dialogue, sound) and how they sometimes form the base on which a story is imposed and related to the player. The question then becomes, how does the quest structure influence the story structure? How do the limitations of the quest combinations limit the kinds of story that are possible? How rich can the imposed story be, without breaking the gameplay? Are landscape and quest-structure the dominant factors in quest game design, to which the story-ambitions must defer? The main thesis of the paper is that if we understand the powerful but simple structure - the grammar - of quests (how they work, how they are used) we can understand both the limits and the potential of these kinds of games.",
author = "Aarseth, {Espen J.}",
year = "2005",
language = "English",
series = "Lecture Notes in Computer Science",
publisher = "Springer",
pages = "496--506",
editor = "Fumio Kishino and Yoshifumi Kitamura and Hirokazu Kato and Noriko Nagata",
booktitle = "Entertainment Computing - ICEC 2005",
address = "Germany",
note = "Entertainment Computing - ICEC 2005 : 4th International Conference ; Conference date: 19-09-2005 Through 21-09-2005",

}

RIS

TY - GEN

T1 - From Hunt the Wumpus to EverQuest: Introduction to Quest Theory

AU - Aarseth, Espen J.

PY - 2005

Y1 - 2005

N2 - The paper will explore how the landscape types and the quest types are used in various games, how they structure the gameplay, how they act as bones for the game-content (graphics, dialogue, sound) and how they sometimes form the base on which a story is imposed and related to the player. The question then becomes, how does the quest structure influence the story structure? How do the limitations of the quest combinations limit the kinds of story that are possible? How rich can the imposed story be, without breaking the gameplay? Are landscape and quest-structure the dominant factors in quest game design, to which the story-ambitions must defer? The main thesis of the paper is that if we understand the powerful but simple structure - the grammar - of quests (how they work, how they are used) we can understand both the limits and the potential of these kinds of games.

AB - The paper will explore how the landscape types and the quest types are used in various games, how they structure the gameplay, how they act as bones for the game-content (graphics, dialogue, sound) and how they sometimes form the base on which a story is imposed and related to the player. The question then becomes, how does the quest structure influence the story structure? How do the limitations of the quest combinations limit the kinds of story that are possible? How rich can the imposed story be, without breaking the gameplay? Are landscape and quest-structure the dominant factors in quest game design, to which the story-ambitions must defer? The main thesis of the paper is that if we understand the powerful but simple structure - the grammar - of quests (how they work, how they are used) we can understand both the limits and the potential of these kinds of games.

M3 - Article in proceedings

T3 - Lecture Notes in Computer Science

SP - 496

EP - 506

BT - Entertainment Computing - ICEC 2005

A2 - Kishino, Fumio

A2 - Kitamura, Yoshifumi

A2 - Kato, Hirokazu

A2 - Nagata, Noriko

PB - Springer

T2 - Entertainment Computing - ICEC 2005

Y2 - 19 September 2005 through 21 September 2005

ER -

ID: 82006594