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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."--Jacket.
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Quests: design, theory, and history in games and narratives
2008, A.K. Peters, A K Peters Ltd
in /languages/eng
1568813473 9781568813479
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Book Details
Edition Notes
Includes bibliographical references (p. 221-227) and index.
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History
- Created September 26, 2008
- 16 revisions
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| March 28, 2025 | Edited by ImportBot | Redacting ocaids |
| January 18, 2024 | Edited by MARC Bot | uppercase bwbsku local_id |
| November 28, 2023 | Edited by MARC Bot | import existing book |
| June 20, 2023 | Edited by ImportBot | import existing book |
| September 26, 2008 | Created by ImportBot | initial import |

