Among academic communities there is no single agreed upon definition of a quest. The industry perspective on this topic is also largely unknown. Thus, thee purpose of this paper is to gain an understanding of the definition of a quest from industry professionals to better inform the academic community. We interviewed fifteen game developers with experience designing or implementing quests or narratives, and process the interviews using thematic analysis to identify trends. We identified a variety of personal developer definitions. However, we also discovered several themes that may inform future academic work. We introduce the definition-context-purpose paradigm as a synthesis of these trends: elements of a quest, purpose of a quest, and context of a quest. Finally, we discuss the developer's reaction to a recently proposed quest definition as part of a push towards a general quest definition.
翻译:在学术界中,没有单一的关于探索的商定定义。关于这个主题的行业观点也基本上不为人所知。因此,本文件的目的是了解行业专业人员为更好地向学术界提供信息而追求的定义。我们采访了15名具有设计或实施探索或叙述经验的游戏开发者,并使用专题分析来进行访谈,以确定趋势。我们找出了各种个人开发者的定义。然而,我们还发现了一些可能为未来学术工作提供依据的主题。我们采用定义-文本的范式,作为这些趋势的综合:探索的要素、探索的目的和探索的背景。最后,我们讨论了开发者对最近提出的探索定义的反应,作为推动一般探索定义的一部分。