Rules of engagement: moving beyond combat-based quests

@inproceedings{Sullivan2010RulesOE,
  title={Rules of engagement: moving beyond combat-based quests},
  author={Anne Sullivan and Michael Mateas and Noah Wardrip-Fruin},
  year={2010}
}
Computer role-playing games (CRPGs) are known for their strong narrative structure. Over time, quests have become one of the main mechanics for leading a player through the story. Quests are given to the player in the form of a set of tasks to complete with few, if any, options. The options given to the player instead often revolve around combat-oriented actions -- requiring the player to engage in combat to progress through the storyline, despite player preference or game story that hints… CONTINUE READING
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