Programming: first steps

I’ve been working in Torquescript, using The Game Programmer’s Guide to Torque by Edward Maurina (which is published by A.K. Peters, the same company that publishes Quests). Specifically, I’ve been working on setting up a GUI or Graphical User Interface for an inventory system, using some resources and tutorials on the GarageGames site.  The process […]

A hand

Today I modeled Joan of Arc’s glove and hand–one of the armored gauntlets that constitutes her accessories, midway between quest item and character design, I suppose.  This particular object had many complex cuts and folds, and while the end result is stiffer than I would like, it does look like a metal gauntlet.  I’m leaving […]

Color Symbolism, Magic Systems, and other Arcana Manor thoughts

Some rough conceptual notes on Arcana Manor: I’ll illustrate them and provide screenshots, links, and notes later. For now, here are the ideas that have been percolating while I’ve been working in Torque and XSI (more screenshots soon). The magic system of Arcana Manor will be deeply tied up with symbolic color. The system at […]

Quests at ITU Copenhagen, a podcast, and other news

I was excited to see that Quests is listed as part of the required reading in a class called “Storytelling and Games: Challenges, Theories, Techniques,” which will be supervised by Espen Aarseth at ITU Copenhagen in this coming spring semester.  In fact, Quests is the first book on the required readings, followed by the Cambridge […]

Concept Sketch # 1

Here is a first concept sketch for Arcana Manor by my friend and collaborator Ron Smith. This sketch effectively conveys both the surreal, de Chirico-inspired spaces of the game as well as the creepiness of its starkly minimalistic inhabitants, who look like skeletal mannequins made of wax.  Thanks to Ron for this.

Design Document: Arcana Manor

Design Document Arcana Manor 3D, first-person action-adventure/platforming game about leaping, swinging, and crawling through a surreal funhouse while battling demons Genre and core mechanic: Action-adventure game from a first-person perspective Environmental obstacles and platforming elements: swaying bridges, tilting rooms, staying alive while negotiating perilous environments Spell-casting in combat and to solve puzzles by altering the […]

Questing in Hyboria

As readers of Quests know, I am not the biggest fan of MMO’s for a variety of reasons, and yet they are the genre of games in which quests feature most prominently. Lately, I’ve enjoyed playing Lord of the Rings Online with Roger Travis, the director of the Video Games and Human Values Initiative, and […]

Magic Systems and Meaningful Scripting

One of my next projects will be an article comparing the magic systems of various games, both conceptually and in terms of their underlying quantitative mechanics, as one example of how interactive symbolism can be programmed. As readers of Quests know, I regard programming as a form of procedural, interactive writing, which unfolds according to […]

Introduction

Hi. I’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 quests in games.