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	<title>Designing Quests</title>
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	<link>http://designingquests.com</link>
	<description>Jeff Howard on Game Design</description>
	<pubDate>Sat, 23 Jan 2010 20:00:43 +0000</pubDate>
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		<title>Quest Spaces Video</title>
		<link>http://designingquests.com/?p=18</link>
		<comments>http://designingquests.com/?p=18#comments</comments>
		<pubDate>Tue, 14 Oct 2008 02:36:48 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Videos]]></category>

		<category><![CDATA[game design]]></category>

		<category><![CDATA[quests]]></category>

		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://designingquests.com/?p=18</guid>
		<description><![CDATA[My friend and collaborator Kris Maxwell just finished editing a video on quest spaces in which I summarize and expand on the content of Quests, chapter one.  I&#8217;m very grateful to Kris, whose work can be seen at evilcyborg.com, for his help with this video and hope that it is useful to the readers [...]]]></description>
			<content:encoded><![CDATA[<div class="announcement_post"><p>My friend and collaborator Kris Maxwell just finished editing a video on quest spaces in which I summarize and expand on the content of <em>Quests</em>, chapter one.  I&#8217;m very grateful to Kris, whose work can be seen at evilcyborg.com, for his help with this video and hope that it is useful to the readers of this blog.</p>
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		<title>Reviews and Mentions of Quests</title>
		<link>http://designingquests.com/?p=11</link>
		<comments>http://designingquests.com/?p=11#comments</comments>
		<pubDate>Wed, 08 Oct 2008 15:03:31 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Quests Book]]></category>

		<category><![CDATA[game design]]></category>

		<category><![CDATA[quests]]></category>

		<guid isPermaLink="false">http://designingquests.com/blog/?p=11</guid>
		<description><![CDATA[Below is a list of reviews and mentions of Quests: Design, Theory, and History in Games and Narratives.  They were graciously collected and excerpted in this format by my publisher, AK Peters.
Reviews
Slashdot (External Link)
September 2008
Jeff Howard’s Quests: Design, Theory, and History in Games and Narrative is an exploration of … quests in both literary [...]]]></description>
			<content:encoded><![CDATA[<div class="announcement_post"><p>Below is a list of reviews and mentions of <em>Quests: Design, Theory, and History in Games and Narratives</em>.  They were graciously collected and excerpted in this format by my publisher, AK Peters.</p>
<h2>Reviews</h2>
<h3><a href="http://books.slashdot.org/article.pl?sid=08/09/09/0527214&amp;from=rss">Slashdot</a> <span class="notbold">(External Link)</span></h3>
<p class="date">September 2008</p>
<p class="intro">Jeff Howard’s Quests: Design, Theory, and History in Games and Narrative is an exploration of … quests in both literary and gaming contexts, comparing and contrasting their appearances in each medium and striving to bring the two worlds closer together by imbuing game quests with more meaning. … I look forward to the dialog his book will inspire. He would have us re-examine the game quest in terms of the narrative quest, and apply those lessons to gaming. The book is well worth a read, both as a lesson plan for making the activity of questing more meaningful, as well as a first step towards giving games that rely heavily on quests—especially MMOS—more meaningful goals.</p>
<p class="intro"><strong>A reader at GoodReads.com:</strong></p>
<p class="intro">&#8220;A must-have for every game designer or anyone who wants to understand questing in a more sophisticated way. This book has it all - mythology, Joseph Campbell, Carl Gustav Jung, some tutorials and a lot of wisdom <img src='http://designingquests.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> Another shining piece in my bookshelf.&#8221;</p>
<p class="intro">Included on the amazon.com list &#8220;Must Read Books for Aspiring Game Designers&#8221; by <strong>Sean M. Baity, Senior Designer at Electronic Arts</strong></p>
<hr />
<h3><a href="http://jilltxt.net/?p=2271">Jill Walker Rettberg at jill/txt</a> <span class="notbold">(External Link)</span></h3>
<p class="date">August 2008</p>
<p class="intro">If you’re doing work on role-playing games of any kind, or planning to teach a course [on RPGs] of your own, this is a great resource.</p>
<hr />
<h3><a href="http://spinuzzi.blogspot.com/2008/05/reading-quests.html">Clay Spinuzzi</a> <span class="notbold">(External Link)</span></h3>
<p class="date">May 2008</p>
<p class="intro">“It’s an unusual book, but an illuminating one within these areas.”</p>
<hr />
<h3><a href="http://ish.dobbsdesign.com/">Andrew Dobbs at Design(ish)</a> <span class="notbold">(External Link)</span></h3>
<p class="date">May 2008</p>
<p class="intro">“According to Jeff Howard …, “a quest is a journey across a symbolic, fantastic landscape in which a protagonist or player collects objects and talks to characters in order to overcome challenges and achieve a meaningful goal.” The most important part of this definition comes at the end, as I believe the foundation of the quest journey is “to overcome challenges and achieve a meaningful goal.” Developing a successful quest means creating a meaningful interaction for the player.”</p>
<hr />
<h3><a href="http://www.brainygamer.com/the_brainy_gamer/2008/04/the-genius-of-t.html">Michael Abbott at the Brainy Gamer </a> <span class="notbold">(External Link)</span></h3>
<p class="date">April 2008</p>
<p class="intro">“Certain scholars like Jeff Howard … and Matt Barton … have written rich, analytical, and well-annotated books on the subject, and I will use both in my course.”</p>
<hr />
<h3><a href="http://factorygirl.org/gamesacrossmedia/">Games Across Media</a> <span class="notbold">(External Link)</span></h3>
<p class="date">March 2008</p>
<p class="intro">“This unique take on quests, incorporating literary and digital theory, provides an excellent resource for game developers. Focused on both the theory and practice of the four main aspects of quests (spaces, objects, actors, and challenges) each theoretical section is followed by a practical section that contains exercises using the Neverwinter Nights Aurora Toolset.” (Barnes &amp; Noble)</p>
<hr />
<h3><a href="http://www.gameology.org/reviews/quests_design_theory_and_history_in_game">Gameology</a> <span class="notbold">(External Link)</span></h3>
<p class="date">February 2008</p>
<p class="intro">“Quests is an excellent tool for teachers … for teaching games, media, writing, or other areas that include theory and application. Many other books exist that are excellent for game studies classes and for game creation classes …, but Quests fills the particular niche of classes that often have titles like ”introduction to media studies,“ ”writing for new media,“ ”first (or second, or later) semester writing across the curriculum.“ Quests would also be an excellent choice as a supplemental text for more advanced classes, helping graduate students or faculty connect their research areas to new ways to represent, research, and teach using games.”</p>
<hr />
<h3><a href="http://grandtextauto.org/2008/02/22/jeff-howards-quests/">grand TEXT auto</a> <span class="notbold">(External Link)</span></h3>
<p class="date">February 2008</p>
<p class="intro">“Jeff Howard’s Quests is an incisive and highly accessible book that leads the reader on an exploration of literature, computer games, and a connection between them.”</p>
<hr />
<h3>Daniel Erickson, Principal Lead Writer, BioWare Austin</h3>
<p class="date">February 2008</p>
<p class="intro">“Howard impressively handles bridging the gap between interactive fiction and classical literature with a thoroughly researched and well-argued treatise that focuses itself squarely on the two mediums’ connections and similarities.”</p>
<hr />
<h3>Nick Montfort, Assistant Professor of Digital Media, Massachusetts Institute of Technology</h3>
<p class="date">February 2008</p>
<p class="intro">“Jeff Howard’s <em>Quests</em> is an incisive and highly accessible book that leads the reader on an exploration of literature, computer games, and a connection between them. Howard includes valuable tutorials and exercises which draw on literary works, including Sir Gawain and the Green Knight, while also dealing with the specifics of how to use tools to create computer RPG modules. The book offers useful discussion of the history of adventure games and detailed analysis of quest elements using concepts from narrative theory, poetics, game studies, and other fields. <em>Quests</em> equips students and scholars as they journey onward to read, play, and fashion games and narratives.”</p>
<hr />
<h3>Dr. Susana Tosca, Associate Professor, IT University of Copenhagen</h3>
<p class="date">February 2008</p>
<p class="intro">Howard is a true Renaissance man in these electronic times. He merges his knowledge and love of literature with his enthusiasm for computer games and the unexplored possibilities of the new medium. Human intellectual activity has a common base, be it expressed in the form of poems or computer games, and Howard shows us some of the most stunning connections between the old form of quest literature and the new challenges of games.“</p>
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		<title>Purchasing Quests</title>
		<link>http://designingquests.com/?p=8</link>
		<comments>http://designingquests.com/?p=8#comments</comments>
		<pubDate>Wed, 08 Oct 2008 14:05:42 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Quests Book]]></category>

		<category><![CDATA[quests]]></category>

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		<description><![CDATA[You can purchase the book Quests on Amazon here.
Quests can also be purchased on the AK Peters website here, and at Barnes and Noble here.

]]></description>
			<content:encoded><![CDATA[<div class="announcement_post"><h1>You can purchase the book <em>Quests</em> on Amazon <a title="QuestsAmazon" href="http://www.amazon.com/Quests-Design-Theory-History-Narratives/dp/1568813473/ref=pd_bbs_1?ie=UTF8&amp;s=books&amp;qid=1223474052&amp;sr=8-1" target="_blank">here</a>.</h1>
<h1><em>Quests </em>can also be purchased on the AK Peters website <a title="QuestsAKPeters" href="http://akpeters.com/product.asp?ProdCode=3479" target="_blank">here</a>, and at Barnes and Noble <a title="QuestsBarnesandNoble" href="http://search.barnesandnoble.com/Quests/Jeff-Howard/e/9781568813479/?itm=1" target="_blank">here</a>.</h1>
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		<title>Introduction</title>
		<link>http://designingquests.com/?p=6</link>
		<comments>http://designingquests.com/?p=6#comments</comments>
		<pubDate>Wed, 08 Oct 2008 13:50:53 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Quests Book]]></category>

		<category><![CDATA[jeff howard]]></category>

		<category><![CDATA[quests]]></category>

		<guid isPermaLink="false">http://designingquests.com/blog/?p=6</guid>
		<description><![CDATA[Hi.  I&#8217;m Jeff Howard, author of Quests: Design, Theory, and History in Games and Narratives.  I received my Ph.D. in English from the University of Texas at Austin in 2007.  My dissertation was about Gnosticism, postmodern fiction, and computer-assisted teaching.  Then, I wrote Quests, a book about strategies for designing meaningful [...]]]></description>
			<content:encoded><![CDATA[<div class="announcement_post"><p>Hi.  I&#8217;m Jeff Howard, author of <em>Quests: Design, Theory, and History in Games and Narratives</em>.  I received my Ph.D. in English from the University of Texas at Austin in 2007.  My dissertation was about Gnosticism, postmodern fiction, and computer-assisted teaching.  Then, I wrote <em>Quests</em>, a book about strategies for designing meaningful quests in games.</p>
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		<title>Quests</title>
		<link>http://designingquests.com/?p=4</link>
		<comments>http://designingquests.com/?p=4#comments</comments>
		<pubDate>Wed, 08 Oct 2008 13:44:05 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Game Criticism]]></category>

		<category><![CDATA[Quests Book]]></category>

		<category><![CDATA[game design]]></category>

		<category><![CDATA[jeff howard]]></category>

		<category><![CDATA[quests]]></category>

		<guid isPermaLink="false">http://designingquests.com/blog/?p=4</guid>
		<description><![CDATA[This unique take on quests, incorporating literary and digital theory, provides an excellent resource for game developers. Focused on both the theory and practice of the four main aspects of quests (spaces, objects, actors, and challenges) each theoretical section is followed by a practical section that contains exercises using the Neverwinter Nights Aurora Toolset.


]]></description>
			<content:encoded><![CDATA[<div class="announcement_post"><p>This unique take on quests, incorporating literary and digital theory, provides an excellent resource for game developers. Focused on both the theory and practice of the four main aspects of quests (spaces, objects, actors, and challenges) each theoretical section is followed by a practical section that contains exercises using the Neverwinter Nights Aurora Toolset.</p>
<p style="text-align: left;"><a href="http://designingquests.com/blog/wp-content/uploads/2008/10/coverart.bmp"><img class="size-medium wp-image-3 alignleft" title="coverart" src="http://designingquests.com/blog/wp-content/uploads/2008/10/coverart.bmp" alt="QuestsCoverArt" width="565" height="696" /></a></p>
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		<title>What profiteth it a man if he gains the world and loses his soul(s)?: Reflections on Demon’s Souls</title>
		<link>http://designingquests.com/?p=450</link>
		<comments>http://designingquests.com/?p=450#comments</comments>
		<pubDate>Sat, 23 Jan 2010 17:39:21 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Game Criticism]]></category>

		<category><![CDATA[Uncategorized]]></category>

		<category><![CDATA[magic systems]]></category>

		<category><![CDATA[Demon's Souls]]></category>

		<category><![CDATA[Faust]]></category>

		<category><![CDATA[opera]]></category>

		<guid isPermaLink="false">http://designingquests.com/?p=450</guid>
		<description><![CDATA[


Demon’s Souls is a dark, mysterious opera whose theme, expressed through gameplay and the unfolding of a powerful narrative, is the lure and peril of Faustian bargains. By opera I refer not just to the game’s occasional bursts of swelling sound, or even to solely to its understated yet epic narrative. Rather, I use the [...]]]></description>
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<p class="MsoNormal"><a href="http://designingquests.com/blog/wp-content/uploads/2010/01/demonssouls.jpg"><img class="alignnone size-medium wp-image-454" title="demonssouls" src="http://designingquests.com/blog/wp-content/uploads/2010/01/demonssouls-300x151.jpg" alt="" width="300" height="151" /></a><em></em></p>
<p class="MsoNormal"><em>Demon’s Souls</em> is a dark, mysterious opera whose theme, expressed through gameplay and the unfolding of a powerful narrative, is the lure and peril of Faustian bargains.<span> </span>By opera I refer not just to the game’s occasional bursts of swelling sound, or even to solely to its understated yet epic narrative.<span> </span>Rather, I use the term in the same way that Richard Wagner envisioned an ideal future form of opera as “gesamkundstwerk” or “total artwork,” in which every aspect of music, libretto, costuming, and set design fused together to create an interactive, participatory mythology.</p>
<div id="attachment_462" class="wp-caption alignnone" style="width: 237px"><a href="http://designingquests.com/blog/wp-content/uploads/2010/01/demonssoulsmephistopheles1.jpg"><img class="size-medium wp-image-462" title="demonssoulsmephistopheles1" src="http://designingquests.com/blog/wp-content/uploads/2010/01/demonssoulsmephistopheles1-227x300.jpg" alt="Mephistopheles" width="227" height="300" /></a><p class="wp-caption-text">Mephistopheles</p></div>
<p class="MsoNormal">
<p class="MsoNormal">
<p class="MsoNormal">
<p class="MsoNormal"><em>Demon’s Souls</em> strikes me as operatic both in its overarching structure and its minute details; I first noticed this aspect of the game when looking at the loading screens between the game’s areas.<span> </span>These screens are a joy to pore over, as they provide larger-than-life full portraits of the game’s various characters, each dressed in some variation of black and gold. The characters’ costumes, lovingly rendered with the lush visual textures made possible by the PS3’s high-end graphics capabilities, look more like opera costumes than the typical orcs-and-elves garb.<span> </span>And, as in the best opera, these details contribute to a larger aesthetic and thematic end that manifests partially in the game’s black and gold color scheme.<span> </span><span> </span>From the first moment in the Nexus, the game’s central quest hub, the shining obsidian walls glow with overlapping layers of golden sigils right out of some arcane grimoire.<span> </span>As we discover through the game’s hard-won fragments of narrative reward, gold is the color of demonic magic or “soul arts” in the fallen kingdom of Boletaria.<span> </span>This visual symbolism lends a dark edge to one character’s reminder to the player: “you have a heart of gold . . . don’t let them take it from you.”</p>
<p class="MsoNormal">
<p class="MsoNormal">Many aspects of the game resonate to the tune of an overriding aesthetic principle, expressed in disparate parts working together.<span> </span>This principle takes the form of a question, which might be formulated with the Biblical question “what profiteth it a man if he gains the world and loses his soul?” <span> </span>In the case of this game, the “soul” of the verse might be better modified to “souls,” since the demon’s souls of the title are the currency of exchange in Boletaria and the only way of increasing stats, leveling up, buying items, and acquiring spells.<span> </span><em>Demon’s Souls</em> is an arduously, unrelentingly difficult dungeon crawl in which success is possible only through the tireless trial-and-error of multiple deaths and the careful cultivation of community knowledge and cooperation.<span> </span>Other reviews, such as those of <a href="http://www.brainygamer.com">Michael Abbott</a> (a.ka. the Brain Gamer) and Gamasutra, have offered excellent analyses of the game’s innovative online features and their close relationship to game’s educational element.<span> </span>I’ve also briefly written about some of these features in comparison and contrast to other online games in an interview with Randolph Carter at <a href="http://www.grindingtovalhalla.com">grindingtovalhalla.com</a>.</p>
<p class="MsoNormal">
<p class="MsoNormal">In this entry, I’m less concerned with these features and more with a resulting experience of gameplay: the experience of temptation.<span> </span>While <em>Demon’s Souls</em> is unquestionably a game that challenges, it is also a game that tempts.<span> </span>Because each new corridor and secret passage bristles with difficult-to-reach exotic treasures and haunting encounters, the game constantly teases the player with the dilemma of continuing onward to fresh challenges, or retreating while one still can with one’s stock of souls.<span> </span>One misstep sends an unwary player back to the very beginning of a level and strips her of all unspent souls, creating a very powerful and excruciating form of negative reinforcement.<span> </span>One often knows, naggingly, in the back of one’s brain, that discretion is the better part of valor, that one should stop while one is ahead and cut one’s losses by returning to the Nexus after accumulating any sizable chunk of souls.<span> </span>Yet, the game quietly whispers in one’s ear: “come on, go just a little further, there are untold wonders around that corner.”<span> </span>More often than not, listening to that voice, to the suave devil on one’s shoulder, leads to the disaster of losing one’s souls.</p>
<p class="MsoNormal">
<p class="MsoNormal">And that is the classic Faustian bargain: recklessly seeking power and knowledge at the price of the most precious spiritual essence.<span> </span>The game quietly but insistently reminds players that such bargains are by their very nature losing games in which even apparent <em>success</em> can be as damning as failure.<span> </span>When one does efficiently spend souls, one can gain tangible power—power in some cases so great, as in the high-level spells earned through defeating a Greater Demon, that it intoxicates.<span> </span>Yet, the wisdom of this method of gaining power through the harvesting of souls (sometimes of demons and sometimes of their wretched, addled victims), seems dubious at best.<span> </span>Soul exchange is especially risky given the backstory element that Boletaria was corrupted, and the archdemonic Old One awakened, through the use of Soul Arts.<span> </span>There doesn’t seem to be much escape from Soul Arts for, while a pious priest condemns the use of magic as demonic, and his magician counterpart preaches the glories of humanistic progress over binding superstitions, both magical and priestly arts involve trading in souls.<span> </span>As Matthew Weise has pointed out, there are subtle but strong metaphysical implications in the game systems, through dialogue and other clues, that magic and orthodox religion are both highly similar in their methods and moral (or immoral) valuation.<span> </span>They are also both equally useful from a gameplay standpoint: priestly miracles serve the standard healing and protective functions, while magic provides a variety of offensive and defensive effects.<span> </span></p>
<p class="MsoNormal">(On a sidenote, the priest’s self-righteous, monotheistic glorification of the “God of this world” at the expense of other spiritual traditions evokes a mistrust in me that no doubt comes from many places, including a background in some Gnostic traditions, in which the apparent god of the visible world turns out to be synonymous with the demonic Archon.<span> </span>I’m anticipating a Lovecraftian switcheroo in which the priest turns out to be worshipping the Old One.<span> </span>I also notice slight implications that religion and solipsism may be mildly intertwined with each other, since the most costly Banish “miracle” allows players to negate the PvP aspect of the game, driving off the Black Phantoms of other players.)</p>
<div id="attachment_464" class="wp-caption alignnone" style="width: 141px"><a href="http://designingquests.com/blog/wp-content/uploads/2010/01/sagefreke1.jpg"><img class="size-medium wp-image-464" title="sagefreke1" src="http://designingquests.com/blog/wp-content/uploads/2010/01/sagefreke1-131x300.jpg" alt="Sage Freke" width="131" height="300" /></a><p class="wp-caption-text">Sage Freke</p></div>
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<p class="MsoNormal">However, I’m also fairly sure that, despite my class decision to be primarily a magician who totes a miracle talisman in his left hand as a healing insurance policy, the more esoteric and humanistic ambitions of Sage Freke the Visionary are just as dangerous and reckless; the exchange of souls for magical power is, after all, the classic Faustian bargain.<span> </span>Even if a fighter-class player managed to avoid the lure of both talisman and wand, religion and magic, he would still have to level up.<span> </span>And every attempt to level is accompanied by a haunting question from the Maiden in Black, the game’s central quest-giver: “Dost thou seek Soul Power?<span> </span>Then touch the Demon inside me.”<span> </span>Based on observations of other characters, major and minor, who have had congress with demons, the results don’t seem pretty.<span> </span>The presence of a character named Mephistopheles in a loading screen (I haven’t encountered him yet) suggests that these Faustian parallels are quite intentional and self-aware on the part of the developers at From Software.<span> </span>How deep or sophisticated these intentions ultimately go is less important to me than the way that insinuations and implications emerge from the synergistic fusion of the game’s mechanics, aesthetics, and narrative, from the single-player and social interactions that develop from the game’s intricate and beautifully, if somewhat sadistically, balanced systems.</p>
<p class="MsoNormal">
<p class="MsoNormal">I haven’t finished <em>Demon’s Souls</em> (I’m 59 hours in, not counting 10 hours spent on an abortive character), but I’m going to go ahead and make a statement that I’ve been mulling over for a while now, reluctant to seem rash or fanboyish.<span> </span><em>Demon’s Souls</em> may be the best game I have ever played.<span> </span>(There is still a bit of a running competition with my other favorite game, <em>Eternal Darkness: Sanity’s Requiem</em>, which remains an example of top-notch design that may even bear some aesthetic and gameplay resemblance to <em>Demon’s Souls</em>.)<span> </span><span> </span>Each (comparatively rare) time I progress in <em>Demon’s Souls</em>, new mysteries open up, and these narrative discoveries are buoyed up by the inherent pleasures of persistent challenge, intermittent reward, and aesthetic gorgeousness.</p>
<div id="attachment_466" class="wp-caption alignnone" style="width: 310px"><a href="http://designingquests.com/blog/wp-content/uploads/2010/01/toweroflatria1.jpg"><img class="size-medium wp-image-466" title="toweroflatria1" src="http://designingquests.com/blog/wp-content/uploads/2010/01/toweroflatria1-300x135.jpg" alt="Tower of Latria" width="300" height="135" /></a><p class="wp-caption-text">Tower of Latria</p></div>
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<p class="MsoNormal">(<strong>Possible spoiler alert</strong>): Last week, at the gloriously and disturbingly nightmarish second portion of the Tower of Latria, I suspected that <em>Demon’s Souls</em> may have finally reached the threshold of my expectations for inspired level design.<span> </span>Last night, during an unexpected sequence that resulted from a mysterious narrative backfiring of the now-routine attempt to summon a co-op player or Blue Phantom, I became pretty sure that this is a game like no other.<span> </span>I can’t describe the sequence without entering full spoilerdom, but I will say it involved a room full of chairs and a large orange turban.</p>
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<p class="MsoNormal">It is a testament to the design of this game that it can both inspire enthusiastic accolades and a cautious reluctance—the feeling of falling into a trap, a metaphysical and moral conundrum that insidiously creeps up on unwitting players and then pounces, to a soundtrack of blaring brass and sweeping strings.<span> </span>Like the voice of a demon.<span> </span>Like the sound of an opera.</p>
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			<wfw:commentRss>http://designingquests.com/?feed=rss2&amp;p=450</wfw:commentRss>
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		<title>Arcana Manor elevator pitch</title>
		<link>http://designingquests.com/?p=448</link>
		<comments>http://designingquests.com/?p=448#comments</comments>
		<pubDate>Thu, 12 Nov 2009 22:50:47 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://designingquests.com/?p=448</guid>
		<description><![CDATA[In Arcana Manor, the player wields a uniquely immersive and symbolic magic system to defeat the demons of a surreal Gothic mansion and unlock its secrets.  Arcana Manor is a ceremonial magick simulator with a meticulously-researched system of gestural sigils, incantations, colors, and sounds that makes players feel like true adepts, not mere button-pushers.
]]></description>
			<content:encoded><![CDATA[<p>In Arcana Manor, the player wields a uniquely immersive and symbolic magic system to defeat the demons of a surreal Gothic mansion and unlock its secrets.  Arcana Manor is a ceremonial magick simulator with a meticulously-researched system of gestural sigils, incantations, colors, and sounds that makes players feel like true adepts, not mere button-pushers.</p>
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			<wfw:commentRss>http://designingquests.com/?feed=rss2&amp;p=448</wfw:commentRss>
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		<title>Quests listed as a &#8220;must read book for aspiring game designers&#8221;</title>
		<link>http://designingquests.com/?p=440</link>
		<comments>http://designingquests.com/?p=440#comments</comments>
		<pubDate>Mon, 17 Aug 2009 01:16:30 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Quests Book]]></category>

		<category><![CDATA[Uncategorized]]></category>

		<category><![CDATA[quests]]></category>

		<category><![CDATA[review]]></category>

		<guid isPermaLink="false">http://designingquests.com/?p=440</guid>
		<description><![CDATA[Quests was recently included on Sean M. Baity&#8217;s amazon.com list, &#8220;Must Read Books for Aspiring Game Designers.&#8221;
http://www.amazon.com/gp/richpub/listmania/fullview/R1IL3PL3SI0X0U/ref=cm_pdp_lm_title_1
I&#8217;m very appreciative of this listing, and it&#8217;s cool to see Mr. Baity&#8217;s credentials in terms of the many games which he has worked on as senior designer at electronic arts.
http://www.mobygames.com/developer/sheet/view/developerId,8377/
]]></description>
			<content:encoded><![CDATA[<p><em>Quests </em>was recently included on Sean M. Baity&#8217;s amazon.com list, &#8220;Must Read Books for Aspiring Game Designers.&#8221;</p>
<p>http://www.amazon.com/gp/richpub/listmania/fullview/R1IL3PL3SI0X0U/ref=cm_pdp_lm_title_1</p>
<p>I&#8217;m very appreciative of this listing, and it&#8217;s cool to see Mr. Baity&#8217;s credentials in terms of the many games which he has worked on as senior designer at electronic arts.</p>
<p>http://www.mobygames.com/developer/sheet/view/developerId,8377/</p>
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		<title>New gameplay footage (music, telekinesis, invisibility, planets)</title>
		<link>http://designingquests.com/?p=434</link>
		<comments>http://designingquests.com/?p=434#comments</comments>
		<pubDate>Mon, 27 Jul 2009 14:43:38 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[3d modeling]]></category>

		<category><![CDATA[Arcana Manor]]></category>

		<category><![CDATA[Videos]]></category>

		<category><![CDATA[magic systems]]></category>

		<category><![CDATA[programming]]></category>

		<category><![CDATA[colors]]></category>

		<category><![CDATA[invisibility]]></category>

		<category><![CDATA[magic system]]></category>

		<category><![CDATA[orbs]]></category>

		<category><![CDATA[tarot]]></category>

		<category><![CDATA[tones]]></category>

		<category><![CDATA[weapons]]></category>

		<guid isPermaLink="false">http://designingquests.com/?p=434</guid>
		<description><![CDATA[I just posted two new videos of gameplay footage from the most recent build of Arcana Manor (7-27-09).
The video has two parts.
The first part demonstrates several new features, including:
musical tones that correspond to colors and planets in the magic system,
mountable weapons based on the tarot suits,
elemental projectiles flung from melee weapons,
weapon cycling,
guard bots with basic [...]]]></description>
			<content:encoded><![CDATA[<p>I just posted two new videos of gameplay footage from the most recent build of Arcana Manor (7-27-09).</p>
<p>The video has two parts.</p>
<p><span>The first part demonstrates several new features, including:<br />
musical tones that correspond to colors and planets in the magic system,<br />
mountable weapons based on the tarot suits,<br />
elemental projectiles flung from melee weapons,<br />
weapon cycling,</span><br />
guard bots with basic AI,<br />
<span>an invisibility spell,<br />
a demon model with flame effects from a procedural shader </span></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/eyVh_rVAvqA&amp;hl=en&amp;fs=1&amp;" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/eyVh_rVAvqA&amp;hl=en&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>The second part showcases these features:</p>
<p>a spell interface based on tarot cards<br />
Moving platforms<br />
A telekinesis spell<br />
Collectible orbs whose colors and associated musical tones correspond to the seven planets of the ancients<br />
A color-based and tonal magical interface corresponding to the orbs</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/jO7r_NsC3cU&amp;hl=en&amp;fs=1&amp;" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/jO7r_NsC3cU&amp;hl=en&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
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		<title>Adventures in AI scripting</title>
		<link>http://designingquests.com/?p=431</link>
		<comments>http://designingquests.com/?p=431#comments</comments>
		<pubDate>Sat, 18 Jul 2009 16:47:29 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Arcana Manor]]></category>

		<category><![CDATA[programming]]></category>

		<category><![CDATA[AI]]></category>

		<category><![CDATA[bots]]></category>

		<category><![CDATA[debugging]]></category>

		<guid isPermaLink="false">http://designingquests.com/?p=431</guid>
		<description><![CDATA[I added two AI bots to my game prototype, and the process took a long time and a lot of work.  I ended up learning how to use echo statements to track the loading of the many files that I had changed and to determine where a particular file was erroring out.  This was useful [...]]]></description>
			<content:encoded><![CDATA[<p>I added two AI bots to my game prototype, and the process took a long time and a lot of work.  I ended up learning how to use echo statements to track the loading of the many files that I had changed and to determine where a particular file was erroring out.  This was useful debugging experience.</p>
<p>The way that I incorporated the AI bots initially resulted in my player character being chased by mirror versions of herself, which was eerie and reminiscent of similar Alucard versus Alucard doppleganger battles in Castlevania: Symphony of the Night.  But I soon switched the AIGuard model out so that I was fighting two demonic space orcs.</p>
<p>I also changed the projectile scripts on my first-person spells so that the projectiles would do damage, as well as creating various other effects such as invisibility and healing.</p>
<p>Then, while working on loading the animations for the ai bots, my mission stopped loading and started crashing in the middle of phase 2 loading.  I can&#8217;t figure out why, so I&#8217;m building a debug version of the app with the hope that I can find the specific line where the mission load is crashing.</p>
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