SMU Guildhall Graduate Catalog Spring 2020 — Cohort 28 | Page 58

Quest Washington Level Design « Developing Morality System Within Quest Design This project is designed to show how Most quests that are within video games to commit acts that they would not without challenging the player besides the the morality of a player can be shifted consciously commit. I wanted to design this project to showcase how adding morality elements within a quest can be impactful for the player long after the quest is finished. Over three months, I designed four different morality scenarios to create a situation that challenges the player’s morality. The challenge for the player is not completing the quest, it is where the objective is located. Since quests are a standard in games like Fallout, it is not abnormal for the player to complete it. The challenge comes from being able to execute the quest by breaking your morals and ethics such as “Do not steal.” 58 LEVEL DESIGN require the player to complete a quest mechanics. I wanted to provide the player with an experience that leaves the player wondering if they made the right decision or not. By designing this project, this can be a step toward implementing morality elements within a quest.