⚔️QuestsUsing Quests to Provide Hints and Guidance to Players

Explore the importance and methods of using quests to provide hints and guidance to players in game development.

·3 min read

Quests are a fundamental element of many games, serving as a guide for players and providing them with challenges to overcome. However, quests can also be used as an innovative tool to subtly provide hints and guidance to players. This is particularly useful in complex games where players may struggle to understand the mechanics or determine their next steps.

  1. Tutorial Quests: One of the most straightforward ways to use quests to guide players is through tutorial quests. These quests, usually presented at the beginning of a game, help players get to grips with the game's controls and mechanics. They often involve simple tasks that require the player to use specific controls, thereby teaching them through doing.

  2. Linear Quests: Linear quests that follow a set sequence of tasks can also help guide players through a game. This is particularly useful in story-driven games where the quest line can guide players through the narrative, ensuring they don't miss any important events or details.

  3. Side Quests: Side quests can provide guidance by drawing players to areas of the game they might not otherwise visit. This can help ensure that players fully explore the game world and engage with all its elements. Side quests can also introduce players to mechanics or challenges that they will face later in the main quest line, thus preparing them for future challenges.

  4. Hint-Based Quests: Some quests can provide hints to players without them even realising it. For example, a quest that requires the player to use a particular weapon or skill can serve as a hint that this weapon or skill will be useful in future challenges. This can help guide players towards effective strategies without explicitly telling them what to do.

  5. Quest Rewards: The rewards given for completing quests can also provide guidance. For example, if a quest rewards a large amount of a particular resource, it can serve as a hint that this resource will be important in the future. Similarly, if a quest rewards a new weapon or ability, it can hint that this weapon or ability will be useful in upcoming challenges.

  6. Player-Driven Quests: Some games give players the freedom to create their own quests. This can be a powerful tool for guidance, as players can use these quests to explore areas of the game they're interested in or to challenge themselves in ways they find enjoyable. This can lead to a more personalised and engaging game experience.

So, how can you effectively use quests to guide your players?

  • Start with clear, tutorial-based quests that introduce players to the controls and basic mechanics.
  • Gradually introduce more complex quests that require the use of these mechanics in new and challenging ways.
  • Use side quests to encourage exploration and broaden the player's understanding of the game world.
  • Design quests that subtly hint at future challenges or important game elements.
  • Be thoughtful with your quest rewards - they can serve as important clues for what lies ahead.

Remember, the goal is not to hold the player's hand through the game, but to provide them with the tools and knowledge they need to navigate it on their own. Well-designed quests can provide this guidance without breaking immersion or making the player feel like they're being led by the nose.

In closing, whether you're a seasoned game developer or just getting started in the field, consider how you can use quests as a tool for guiding your players. It's not just about setting tasks or challenges - it's about helping players navigate the world you've created and engaging them in its narrative and mechanics.

Looking for a platform to help you create and manage these quests? Check out Questful, a Questing as a Service platform. It provides a powerful toolset for creating, managing, and tracking quests in your game or application. Visit https://questful.dev to learn more.


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