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Quests: Design, Theory, and History in Games and Narratives
Quests: Design, Theory, and History in Games and Narratives
Date: 14 April 2011, 01:09

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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.
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