The Quest Giver
The Quest Giver
„The Quest Giver“ is a 2D Fantasy guildmanager simulation, in which you create your own quests and send adventurers to go do them.
„The Quest Giver“ is a 2D Fantasy guildmanager simulation, in which you create your own quests and send adventurers to go do them. Read more
The Quest Giver is all about quest giving; a game that wants to show how much effort it is to create and assign quests, and what (presumably) happens in the life of a guild owner which commonly gets overshadowed by the fame and glory of the heroes whose names will be remembered forever. We thought it was time to let you see things from the perspective of the forgotten: The man (or woman) who made all the tales of great adventure possible in the first place! Of course you won’t be just standing around waiting for adventurers to arrive. You will be managing your own adventurer’s guild as the quest giver in this guild management simulation.
The game will be available for Windows, Mac, Linux and Android and iOS tablets.
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You have once been an adventurer yourself and went to fight your arch nemesis, but failed miserably. Now a long time has passed, during which you had to recover from your injuries. You're too old and to beaten to fight again, but you know that this great evil is still out there. Something has to be done. If you can't do it, someone else has to. And it's up to you to make sure someone else does!
So you decided to found an adventurers guild, where skilled adventurers could assemble to eventually defeat the great evil. Having no money, you proposed your undertaking to the city of Rhonia and they agreed to fund your project and gave you a small, run-down house to start you very own guild hall. Here you will start your career as a guildmaster and most of all: a quest giver.
The Quest Giver is a 2D-fantasy guild manager and works much like a point and click game. You click on objects to interact with them or to switch menus or scenes. Most of the actions you can do cost you AP (action points). You have a set amount of AP per (ingame) day that you can spend freely. You can end the day, or your turn, whenever you like. In this regard the game is also somewhat turn-based.
What is there to do during an ingame day? You can:
- visit the questboard to create a new quest, or to take further steps in existing ones, such as choosing an adventurer for it.
- use the upgrade menu to build more furniture or upgrades for your guild hall.
- visit the city to spend your gold in a variety of stores, or to visit other places like the tavern or the city hall (in which you can also do a variety of actions).
- gather and study info for all the documentation you need as a quest giver (e.g a worldmap, a bestiary, an inventory list containing quest rewards, and so on).
- level up your guild to unlock more upgrades and to have access to higher level adventurers.
- do many other things, found within these prior options.
Let's go through an example day, to get a first glimpse:
Your guild is level 2 and you have 7 AP to spend. You want to create a certain quest, in which you'd like the adventurer to hunt some Kobolds. So far you have found out that Kobolds have a trait called "Slippery" which makes them almost impossible to hit with normal weapons. You will need a mage, but you haven't yet unlocked mages for your adventurer pool. Luckily your guild is already level 2, which makes it possible for you to build an upgrade called "Magical Artefact", which will unlock the mage class. In this example you have all the necessary materials to build it, otherwise you would have to send adventurers on a "gathering quest" (We'll get to that later). You have started to build the upgrade, spending 4 AP in the process. Now all you need is a suitable reward for a mage, because:
Meaning, if you want to lure a mage to your guild, you will need to visit the "mysterious trader" in the city to buy a wand or a staff. But then you realize, you may have enough AP, yes, but since you've bought the upgrade you don't have enough gold left. Luckily you get a certain amount of gold everyday, because the city's government has decided to fund you. So you just choose the end the day, loosing the 4 AP you have left, as they don't stack up. The upgrade takes a whole day to build anyway. On the next day you have enough gold to buy the desired reward and your upgrade is completed aswell. You're all set to create that quest.
The answer goes hand in hand with the whole "gist of the game", so to speak. There are 3 essential reasons for creating quests:
1. The city is giving you money for your guild. Which means they expect something in return. The citizens of Rhonia need help with all sorts of problems. Since they can't fight and you can't fight, you have to make sure somebody fights for them. The citizens will post their problems on a board in the city hall. By reading these posts (which are not always clear and precise) you have to make out what kind of quest to create to help them. Creating (and finishing) a quest that helped a citizen will give you "prestige points". Every week the city demands a certain amount of prestige points from the guild. If you don't help enough citizens each week to fill your quota, you will gain "discredit". How much prestige or discredit you have determins how much money you get from the city each day. So make sure you spend enough time a week to help the city of Rhonia!
2. The greater evil is still out there. There will be 5 story areas, which require multiple quests to be completed. If you slack off for too long without attending to those story areas, the evil in the world will spread and take over areas, making it impossible for you issue quests there, until you have fought back the evil in that place. So make sure you attend to the story areas every once in a while. Completing a story quest or clearing an area from evil will also grant you prestige points.
3. You need to take care of your guild. To do that you will need to build upgrades, explore the worldmap and gather information. To build upgrades you need materials, which you can get from sending adventurers on gathering quests. They will return with the materials you need, but quests like these will yield no prestige. You will also need to expand your archives to increase your quest possibilities. To do that you can send adventurers on exploration quests, to either further explore already known areas or to discover an entirely new one. Quests like these also don't yield prestige.
Summarized, this means you have to manage your time and organize your week to keep track of:
1. your prestige and discredit
2. the greater evil spreading
3. improving your guild
If you manage to take care of all these things you will have a successful heroes guild in no time.
- innovative gameplay
- randomized worldmap, heroes, shop items and more
- 3 different story lines
- 25+ different adventurer classes
- detailed fantasy world with a lot of lore
- charming artstyle
- a humorous and parodistic take on the fantasy genre
- high replayability
The game offers a ton of possibilities to expand its mechanics and content. We already have an ocean full of ideas we’d like to create, so we made a "battle plan": We will first release the core package of the game, which will include all the mechanics we mentioned here (+ some more).
Everything that comes afterwards is separated into two categories:
1. Mechanical updates, including new features and options
2. Content updates, including new heroes, areas or guild hall rooms
We will implement all mechanical implementations as free game updates. Why? Because we think of them as as steps to completion. The game experience will only be complete for us, once we added all our ideas.
We only want to make the game better, not more expensive.
Whereas the content updates are more of a luxury, that aren't necessary to play the game, but additionally extend the experience.
Some theoretical examples:
A small mechanical update:
More options in the quest creation.
A big mechanical update:
Store collaborations, in which you can invest in the city's stores to improve their quality and quantity
A small content update:
Monster Adventurers Pack - have monstrous adventurers apply for your quests, such as Goblin Archers.
A big content update:
An underground map - a whole new worldmap, but underground, with new monsters, areas and quest possibilites.
Currently we are four people working on „The Quest Giver“:
Anika Falke – 2D and Concept Artist
Daniel Szodruch – Game Designer, Music
Siegfried Jensen – Programmer, Game Designer
Keno Rott - Sound Designer
We have had the idea for „The Quest Giver“ about four years ago, but didn't have the necessary resources to actually create it. Instead we decided to create a game with a smaller scale first, called “Wait – Extended”, which we then finished in October 2015 and released on Steam. Now finally we are ready to take on The Quest Giver.
The core of rest.less Games only consists of Daniel and Siegfried. As we lack the necessary skills to envelop The Quest Giver in a beautiful art style we needed to hire a freelance artist. (The same goes for Sound Design) Since we can't afford to pay these two talented people we decided to go for Kickstarter. As for us two, we are currently working part time and can't put as much time as we'd like to into the project. With your help we could make sure everybody gets payed and that we can work on this project full time and make The Quest Giver happen.
Of course we also have some Stretch Goals in mind. We will release detailed information on each of these goals, as soon as it seems realistic to actually get there.
Well, that's it. Thank you for reading this far and if you would like to see "The Quest Giver" in your game library, please help us to make it possible.
Risks and challenges
The core development of the game is almost done, which leaves us with filling it with content, content, and more content.
In this regard, the only real threat we're facing is time. If this campaign doesn't work out, it means we can't pay our freelancers, which then means we'd have to go work somewhere else to get some money to pay them. In this time we couldn't develop and the project would take much longer to finish. But, as said before, that's just the case if this campaign fails.
If we reach our goal, the only problems we could be facing are the same bumps on the road everyone has to face, little obstacles sent by fate to slow down the development. But we love this project and will let nothing stop us from finishing it.
- (30 days)