Hi, Developers!
We’ve got a new workshop video to share with you this week featuring Quests, Achievements and Dailies! In Level Up workshops, a member of the Roblox Game Insights team hosts an interactive presentation on a game design topic such as season pass feature balance or content cadence. In these events, industry best practices and professional materials are shared, and attendees ask questions in a live Q&A.
Quests, Achievements and Dailies
Quests, achievements, and dailies are tasks that players complete in exchange for a reward. But don’t let their simplicity fool you; it takes thoughtful design and purposeful writing to ensure that your quests are clear, concise and engaging!
Part One: Introduction
In Part One of this three-part workshop series, Game Insights designer Erin Jennings introduces the topic of quests, achievements, and dailies.
Learn about the functions that quests can serve in a game, including retention and engagement, tutorials, currency drips, narrative and more! Finally, you’ll set up your own quest content spreadsheet to streamline your quest development process.
Watch Part One on YouTube
Download the presentation and quest content spreadsheet:
PART 1 - INTRODUCTION.zip (2.1 MB)
Presentation outline:
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What are quests, achievements and dailies?
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What functions can quests, achievements and dailies serve?
- Retention & engagement
- Progression
- Surfacing
- Session variety
- Tutorials
- Resource drips
- Narrative
- Limited-time content
- Special events
-
Quest content spreadsheet setup
Part Two: Design
In Part Two of this Level Up workshop, Erin dives into the design of quests, achievements, and dailies. She discusses the importance of drawing on all of your game’s systems and content, focusing on variety and creating an engaging player experience.
The workshop wraps up with a closer look at difficulty and pacing to ensure that your quests are the right amount of challenging!
Watch Part Two on YouTube
Download the presentation:
Quests, Achievements, & Dailies Part 2: Design.pdf (1.2 MB)
Presentation outline:
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Designing quest tasks
- Touch all of your game’s systems
- Touch all of your game’s content
- Create variety in your quest tasks
- Be mindful of the player experience
-
Understanding difficulty
- Why difficulty matters
- Difficulty inherent to the task type
- Difficulty modified by other factors
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Complexity in quest design
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Pacing of quests
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Supporting your quest system into the future
Part Three: Writing
The third and final part of this workshop focuses on writing quest text that is clear and engaging. Erin sets out goals for your text and offers tips on being concise, consistent, immersive and more! Then she takes you back into the quest content spreadsheet to demonstrate the value of documenting your quests.
Watch Part Three on YouTube
Have your content spreadsheet ready from Part One and download the presentation here: Quests, Achievements, & Dailies Part 3: Writing.pdf (2.3 MB)
Presentation outline:
- Task text goals
- Concise
- Consistent
- Accurate
- Precise
- Immersive
- Helpful
- Additional quest strings
- Title
- Flavor text
- Using the quest content spreadsheet
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