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quest-systemlisted

Architecture blueprint for quest systems in open-world, RPG, and live-service games: quest/step/objective data, conditions/actions, prerequisite DAGs, event-driven runtime, world changes, shared-NPC conflicts, procedural quests, scripting, save migration, debug tools, telemetry, journals, markers, and authoring workflows. Use when designing quests, missions, objectives, logs, markers, commissions, branching quests, or when chains break, flags sprawl, saves corrupt, or players cannot find objectives.
Firzus/agent-skills · ★ 1 · AI & Automation · score 72
Install: claude install-skill Firzus/agent-skills
# Quest System Build the quest layer of a game — data model, runtime, the scripting engineering, emergent options, tracking UX, and authoring. Dialogue is a consumer interface (`dialogue-system`). References: BotW/TotK (the datamined flag-driven school) and Genshin (the datamined condition/exec school), with Witcher 3's REDkit and Skyrim's Creation Kit as authoring references, and Shadow of Mordor/Outer Wilds/Elden Ring for emergent and tracking models. ## The architecture rule **Quests are data that observe the world — the world never waits for the quest.** Definitions are immutable data; runtime state lives separately, keyed by stable IDs; progression is event-driven. **A quest is a small program** — a tiny state machine whose transitions are gated by gameplay conditions and whose state-entry runs side-effecting actions. ``` DATA MODEL taxonomy (types differ by policy) | Chapter→Quest→Step hierarchy | a DAG of prerequisites | per-step conditions + actions + world bindings + text KEYS (never text) RUNTIME gameplay emits typed events; objectives subscribe; NO per-frame polling (dirty-queue); world writes through the step's action list into the shared world-state store; Inactive→Active→Completed (+ Failed + Suspended from day one) AUTHORING graph (Witcher 3) | numbered stages (Skyrim) | condition/exec tables (Genshin, BotW); invariants: text separated from logic, debug console built