OVERVIEW

The Quests Project is an ongoing exercise in writing within existing IP, in which I’ve pulled from some of my favorite game worlds, including Mass Effect, The Outer Worlds, Horizon Forbidden West, Destiny 2, and Dragon Age, to envision original quests/missions.

Some quests are branching and utilize Twine, while others are linear and presented in script format.

Role:

Solo Developer

Tools:

Twine (Sugarcube), CSS, Highland 2

Platform:

PC

Year:

2023

RESPONSIBILITIES

Narrative Design:

  • Wrote five original quests/missions, each drawing from a distinct game IP

  • Incorporated unique narrative design elements ranging from skill checks in The Outer Worlds to class selection and Paragon/Renegade choices in Mass Effect

General:

NARRATIVE

Narrative Design:

Description:

The narrative design for each quest/mission varied depending on the game I was referencing, as did the tools I used. For Mass Effect, Dragon Age, and The Outer Worlds, I used Twine as a means to include dialogue choices and narrative branching. I also adopted unique elements in each quest depending on the IP being referenced. For Mass Effect, this was class selection and Paragon and Renegade choices, while for The Outer Worlds, it was skill-based dialogue checks.

For more linear IPs like Horizon and Destiny, I opted to use scriptwriting software. By doing so, I focused on aligning the gameplay and narrative through means other than character customization or dialogue choices, such as weaving core gameplay mechanics into the story (i.e., overriding a Tallneck in Horizon or fighting off enemies as your Ghost hacks something in Destiny).

Story and World:

Writing within existing IPs was a nice change of pace as it allowed me to spend less time setting up a new world, factions, or characters and instead focus on crafting the unique narrative of the given quest or mission. It also allowed me to take the existing elements and try and put my own spin on them while maintaining the essence of what makes them special. For The Outer Worlds, I wanted to maintain the trademark dark humor and playfulness while setting up a new scenario with multiple paths to meet the objective. For Horizon, I wanted to maintain Aloy’s self-assured and compassionate yet pragmatic demeanor while posing both her and the player with a new moral quandary to mull over.

In short, this project was meant to simulate what it might be like to be brought on to write or design for an existing IP, and I definitely believe it served that purpose. It was also, admittedly, just fun to create new content based on these worlds that have inspired and enthralled me for so many years. I mean, who wouldn’t like to see the return of Mass Effect 2’s iconic Biotic God, and give him a chance at redemption at that?