speaker Micro Quest Systems: Strong Narratives in a Systemic Open-World
Programming & Technology

Quest Systems: Strong Narratives in a Systemic Open-World

Date : Tuesday, November 13th - 14.30 - 15.30 > 511E

Description: We take a deep dive into the quest system that was created for Assassin’s Creed Odyssey, and look at the technical challenges associated with creating a system to handle well over 300 quests in a systemic open-world. This session aspires to give insight on the toolset that was put into place, the challenge of working in a world with many other systems that bring chaos and unpredictability. On top of that, we explore the added difficulty of blending a strong narrative with this open-world, and explain how we manage to keep world coherency throughout a highly-complex game.

Targeted public: This conference targets programmers and designers in general, more specifically gameplay systems programmers working on game systems and level designers working closely with programmers. There are no prerequisites.

Takeaways: Insight on how to create a quest system in a world driven by many other systems, a sneak peek on the toolset created for Assassin's Creed Odyssey, and specific solutions used to tackle the challenge of creating a strongly narrative game in a systemic world.


Charles Bélanger Pâquet (Ubisoft Quebec)