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  <front>
    <journal-meta />
    <article-meta>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Kristen K. Yu</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nathan R. Sturtevant</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Matthew Guzdial</string-name>
          <email>guzdialg@ualberta.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Alberta Computing Science Department 116</institution>
          <addr-line>St and 85 Ave, Edmonton, AB T6G 2R3</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>Quests are a common way for games to add content into their experiences. For this reason, procedural generation of quests has become a popular area of research in recent years. However, in academia there is no consensus on the definition of a quest, despite many researchers attempting to generate them. The purpose of this paper is to do a literature survey of quest definitions in the context of procedural quest generation, and synthesize the different versions into a more general definition that encompasses existing definitions.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>
        The concept of a quest is inherently tied to Role Playing
Games (RPGs) due to the quest-driven story model
        <xref ref-type="bibr" rid="ref21 ref29 ref36 ref37">(Tomai,
Salazar, and Salinas 2012)</xref>
        . For example, the quests in the
RPG Skyrim
        <xref ref-type="bibr" rid="ref4">(Bethesda 2011)</xref>
        drive all of the game play for
both the main story and optional adventures that the player
can engage with in “side” quests. However, quests also
exist within games that are not RPGs
        <xref ref-type="bibr" rid="ref3">(Ashmore and Nitsche
2007)</xref>
        , such as in Animal Crossing: New Horizons
        <xref ref-type="bibr" rid="ref24">(Nintendo 2020)</xref>
        where the player can optionally interact with
the quests provided by the Nook Miles and Nook Miles+
systems. When talking about procedural quest generation,
most research papers focus on quests generally as a game
play piece within a game, and do not limit the research to
RPGs. The definition of a quest should therefore be
applicable to all genres of games, and not be limited to RPGs or
other RPG-like games.
      </p>
      <p>Quest generation research shares close ties to story
generation research due to the narrative aspect often associated
with a quest. However a narrative is not a required element
of a quest for it to be functional. For example, the daily
quest system common in Massive Multiplayer Online RPGs
(MMORPGs) provides quests that do not contain any
narrative elements, and instead propose challenges for the player
to complete with the various game mechanics. Because a
quest is not just the narrative, but also includes this notion
of actions for the player to perform within the game, the
definitions that are used in story generation may be inadequate
for some cases of quest generation research. Individual
definitions borrowed from narrative generation research could
suit the purposes of a single paper, but would be improper to
use for broader research efforts.</p>
      <p>Soares de Lima, Feijo, and Furtado (2019) summarize
the problem by stating that “[...] differently from the
wellestablished theory about quests in literature, there is no
general quest theory in computer games [...]”. Though this paper
was able to identify this problem, the paper does not attempt
to address the issue and instead offers a new version of a
quest definition. A full established theory of quests in video
games would include a definition of a quest, but the full
theory is not necessary to produce effective quest generation
systems. Multiple approaches have led to individual success
in the field, but without a consensus among researchers
interested in this topic, new work is prevented from building
on previous work. This can affect the quality of new research
being done in the field, because the new research can be
difficult to compare to work that has previously been done, and
can be difficult to reproduce.</p>
      <p>As we will demonstrate, most papers create a definition of
a quest that suits the need of the research being done. This
creates two main problems. The first problem is that it
creates a high barrier of entry to the field. If a new researcher
wants to add to the field, they have to either create a new
definition or choose a definition from a large pool of
options. If the author chooses to create a new definition then
it further exacerbates the existing problems, and if the
author decides to choose a definition from existing ones then
it can be a difficult choice. The author has to evaluate each
definition in the context of the planned work, which creates
a high level of work that needs to be done before the new
quest generation system can even be implemented. The
second problem is that it becomes difficult to compare
different quest generation approaches. The definition of a quest
that one generation system relies on can have completely
different requirements or properties to another definition. If
one generation system requires that a quest contains a
narrative element and another does not, it is challenging to say
whether one approach is better than the other because the
outputs are fundamentally different. These two problems
together compound into another issue, where not every paper
that discusses quest research even defines a quest. Instead,
some papers opt to talk about the effects or uses of quests
within the game, because there is no agreed upon definition
of a quest to reference. For these reasons, the purpose of
this paper is to perform a survey of the quest definitions
currently proposed in procedural quest generation research. As
a workshop paper, we hope to further the discussion for a
unified quest definition and encourage more communication
in this field by combining the existing definitions into a
single generic quest definition.</p>
    </sec>
    <sec id="sec-2">
      <title>2 Background</title>
      <p>
        There are many areas of research which have defined quests.
There has been an effort to create a unified quest theory for
video games
        <xref ref-type="bibr" rid="ref1 ref22 ref9">(Aarseth 2005, Doran and Parberry 2010)</xref>
        , with
        <xref ref-type="bibr" rid="ref12">Howard (2006)</xref>
        synthesizing a few proposed definitions into
one. Generally this research analyzes quests that are found
in various games to identify design patterns or archetypes
that are present in quests. The definition of a quest is also
used in personalization research, where the goal of the
systems are to provide the player with a unique, optimal
experience
        <xref ref-type="bibr" rid="ref35 ref41">(Vanhatupa 2011, Thue 2007)</xref>
        . Quests are also often
discussed in interactive narrative research, because quests
are often the vehicle through which video games tell a story.
This field provides their own options for the definition of
a quest, which have more of a narrative focus
        <xref ref-type="bibr" rid="ref20 ref7">(Carmichael
and Mould 2014)</xref>
        . Given the emphasis on narrative, the quest
definitions provided by the interactive narrative research are
typically inadequate to accommodate quests that do not
include narrative elements. In traditional literature such as
books, the quest has been analyzed only in its narrative
context, because there is no interactivity
        <xref ref-type="bibr" rid="ref27">(Propp 1968)</xref>
        .
      </p>
      <p>
        Understanding video games using the mechanics,
dynamics, aesthetics (MDA) framework in the context of quests
provides a foundational understanding of how a quest is
represented in a game
        <xref ref-type="bibr" rid="ref14">(Hunicke, LeBlanc, and Zubek 2004)</xref>
        .
The player inputs specific sequences of button presses,
directional information from a control stick, or other
information from a controller that produces changes to the game
state. These changes to the game state can be as simple as
the player moving a set distance from their current location,
to complex changes such as executing a preset attack with a
single button. These changes to the current state aggregate
to form the game mechanics. One or more game mechanics
can be considered to be an action that can be taken within
the game, and these actions are used to complete a quest.
The player knows how to finish a quest through visual or
audio cues provided by the game.
      </p>
      <p>
        The presentation of a video game refers to all of the
components of a video game that the player has within the game
to help them understand the game. Presentation serves as
the interface between the player and the game, and helps the
player gain more information about the video game world
        <xref ref-type="bibr" rid="ref15">(Ignacio 2013)</xref>
        . The interface can include elements that are
common to most games, such as health, or elements that are
unique to a specific game such as icons for player abilities.
      </p>
      <p>
        There are two main places where the presentation gets
used in the context of quests: a heads up display (HUD) and
a menu. The HUD is a common way to include UI elements
within a game which will provide player information about
metrics such as health. This is usually where information
about a player’s current goal is found, to serve both as
instructions for the player and a reminder of how to progress
in the game. This is how, for instance, Dragon Age:
Inquisition
        <xref ref-type="bibr" rid="ref5">(BioWare, Electronic Arts 2014)</xref>
        presents their quests
to the player. The other place that the information for a quest
can be found is in a menu, such as in The Legend of Zelda:
Breath of the Wild
        <xref ref-type="bibr" rid="ref23">(Nintendo 2017)</xref>
        .
      </p>
      <p>3</p>
    </sec>
    <sec id="sec-3">
      <title>Methodology</title>
      <p>
        The methodology for this survey is based off of the review
process commonly used in software engineering literature
reviews
        <xref ref-type="bibr" rid="ref17">(Kitchenham 2004)</xref>
        . This survey was done using a
manual search of the FDG, AIIDE, and DiGRA conferences,
and included any paper that was explicitly researching
procedural quest generation. Additionally, a google scholar
search of “procedural quest generation” return 92,900
results. From there, only published academic papers were
considered. These two methods produced 20 potential papers
that researched how to procedurally generate a quest. Four
papers without a formal mathematical definition were
omitted
        <xref ref-type="bibr" rid="ref16 ref20 ref21 ref29 ref32 ref36 ref7 ref8">(Khaliq and Watson 2018, Chongmesuk and Kotrajaras
2019, Kybartas and Verbrugge 2014, Sullivan et al. 2012)</xref>
        .
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>Proposed Quest Definitions</title>
      <p>Table 1 shows the definitions of quests proposed by different
papers. The definitions were analyzed for their similarities
and differences, and a labeling system was designed from
the common ideas present in the definitions. Each label in
order to a specific property that the definition could have.
“T” refers to a definition that contains the concept of a task,
action or goal that must be completed. “R” refers to a
definition that includes a reward. “P” refers to the requirement
that the player must complete the quest. “O” refers to the
idea that the tasks must be completed in some order. “C”
refers to definitions that include the concept of progression.
“N” refers to definitions that include narrative elements, and
“E” refers to definitions that are specifically tailored to meet
the needs of their quest generation system.</p>
      <p>
        Notably, only one paper cited another work in their
definition of a quest, NC1, while the rest of the papers offered
their own definition of a quest. NC1 cites a paper that
analyzes the personalization effects of the player character in
MMORPGs
        <xref ref-type="bibr" rid="ref40">(Tychsen, Tosca, and Drachen 2006)</xref>
        . The cited
paper belongs to the body of research that focuses on
personalization of the player experience.
4.1
      </p>
      <sec id="sec-4-1">
        <title>Tasks, Actions and Goals</title>
        <p>The most common idea from all of the definitions is the
notion that there individual pieces that must be completed.
These are most commonly called tasks, as in TP1, TR2,
TNR1, and TPN1. They are also referred to as actions in
TRNO1 and TEO3. One definition, TN1, refers to this
simply as a single goal, while TR1 and TEO1 refer to a set of
goals. Additionally, TP2 calls them “quest points”.</p>
        <p>“Task” provides a generic way of dividing a quest into
individual pieces, which suggests that each part of the quest
needs to be completed. “Action” implies that there has to
be some initiative from the player in order to complete the
current section of the quest. “Goal” has a slightly different
connotation to it, because goals can be short or long term.
A short term goal for the player could be to complete the
current quest, and a long term goal could be to finish the
game. Because goal has a dual nature where it can be used
to describe both small sections and large chunks of a game,
it would be inappropriate to confine the word “goal” to a
single quest. Instead, “goal” should be reserved to describe
other game play aspects, and should not be required as part
of a quest. This last wording of “quest points” is the most
unique way of dividing a quest into different sections, and is
functionally the same as the word “task” because they both
divide a quest into completable sections.</p>
        <p>In order to fully understand the relationship between tasks
and actions as defined in these papers, the definitions that the
papers provide for a task or action is examined. TPN1 and
TNR1 provide examples of what a task should be, and
describe them as high level objectives that are not rooted in
exact game mechanics or game inputs. Actions, in the
context of TRNO1 and TEO3, refer to high level concepts that
are executed by the player, and not specific game
mechanics. TEO3 bridges the gap by proposing that a task should
be the actions that a player can do within the game. There is
sometimes a notion of challenge associated with these tasks,
with TR2 and TN2, but challenge is also ambiguously
defined and can vary highly between players.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2 Reward and Progression</title>
        <p>Many of these definitions include the idea of a reward: TR1,
TR2, TR3, TNR1, TRNO1 and TNCPR1. However, there is
no consensus between definitions of what a reward is.
Rewards are often thought of as in-game items such as
currency, but the precise language of what a reward can be has
less impact on the understanding of a quest than the
precise definition of a task because the reward doesn’t have to
be completable by the player. Progression is also a common
theme, and is present in definitions TNCPR1, C1, and NC1.
Progress includes things like experience points which allow
for a player to increase in level, or skill points which allows
them to unlock new skills in a skill tree. Progress could also
be the ability to play the next quest in the game or to unlock
a new area of the game that the player was previously unable
to access. Progress can be labeled as a reward, so these can
be viewed as subset of the definitions that include reward.</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3 Ordering</title>
        <p>There are a few papers that include the idea of order
associated with the tasks that must be completed TRNO1, EO1 and
TEO3. The kind of ordering varies by definition. TRNO1
proposes that an ordering exists, but fail to specify the kind
of ordering. EO1 proposes a total ordering as described in
the planning problem, and TEO3 proposes a partial
ordering in their definition of the hypergraph. The ordering of the
tasks usually refers to how the player completes the quest.
This varies between games due to the way that the tasks are
presented to the player. Sometimes, all of the tasks in a quest
are presented to the player at the same time, and other times
the tasks are given one at a time as the player completes
them. In the first case, the ordering of tasks is decided by
the player, and in the second case the ordering is decided by
the game. A partial ordering accommodates the first case,
because there are one or more tasks that can be completed in
any order, and a total order occurs in the second case because
each task has to be completed in a specific order. However,
both cases can be described as a partial ordering because a
total order is a special case of a partial ordering.
4.4</p>
      </sec>
      <sec id="sec-4-4">
        <title>Narrative</title>
        <p>
          Seven of the quest definitions require that the quest contains
narrative elements: TN1, TNR1, TPN1, TRNO1, TNCPR1,
NC1, N1. Soares de Lima, Feijo, and Furtado (2019) define
quests in traditional literature as a journey toward a specific
goal where multiple adventures can occur, which cites the
body of work analyzing quests only for their narrative
content
          <xref ref-type="bibr" rid="ref27">(Propp 1968)</xref>
          . In this context, the quest is only valued
for its narrative potential. N1 only uses narrative content as
the requirement for a quest, but the lack of defined tasks
makes it difficult to reason with this definition of a quest.
TN1 includes elements such as the setting and space in their
definition, which refers to the narrative elements of world
building and the current storyline.
        </p>
        <p>
          The use of the word narrative in the context of video
games can mean both explicit and sifted narrative. Explicit
narrative refers to a story that a designer writes, that is now
being conveyed to the player through the medium of the
video game. Sifted narrative refers to the stories that the
player community applies to game elements that don’t
inherently have explicit narrative
          <xref ref-type="bibr" rid="ref18 ref8">(Kreminski, Dickinson, and
Wardrip-Fruin 2019)</xref>
          . These stories are told between
members of the community using the game’s mechanics or
dynamics as the backbone of the narrative, and the details are
filled in by a player in the community. The sifted narrative
is part of the aesthetic as defined by the MDA framework.
        </p>
        <p>Narrative content could also fall under the category of
reward, where if a player completes a quest they are rewarded
with the next piece of the story. For that reason, these quests
can also be viewed as a subset of the quests that require a
reward as part of their definition. Narrative rewards would
include game play elements such as a cutscene playing after
a quest is completed, or a new dialogue that an NPC says.
4.5</p>
      </sec>
      <sec id="sec-4-5">
        <title>Player</title>
        <p>There are a few quest definitions that explicitly describe that
the quest must be completed by the player: TP1, TP2, and
TNCPR1. This is an important distinction, because quests
are meant to be for the player, and only the player. A quest is
added to a game by a designer for a specific purpose. These
quests allow the designer to highlight specific mechanics,
lead the player through a story, or otherwise interact with
the game world. The quest then becomes the way for the
designer to communicate with the player. NPCs can have
the ability to complete a quest, but they can only do so when
the player allows the NPC to complete the quest.</p>
        <p>There are some games, such as Poke´mon Sword and
Poke´mon Shield (Game Freak, The Poke´mon Company,
Nintendo 2019), where the NPCs are allowed to go on a
quest. In these games, each individual poke´mon (NPC) has a
level associated with it, and one of the ways that a player can
increase the level of the poke´mon is by leaving the poke´mon
at the daycare center. The poke´mon will receive experience
points while they are at the daycare center, which allows the
poke´mon to gain levels. This gameplay piece can be thought
of as a quest, where the poke´mon is assigned the quest of
going to the daycare. However, the poke´mon can only go
on that quest when the player deems it appropriate, and the
poke´mon is not allowed to complete the quest independent
of the player. The assignment of quests to NPCs within a
game can be thought of as a game mechanic, which means
that a player could receive a quest where the task is to
provide a quest to an NPC.
4.6</p>
      </sec>
      <sec id="sec-4-6">
        <title>Specificity</title>
        <p>
          TEO1, E2, and TEO3 are specific definitions specialized to
work within the context of their respective quest generation
system. TEO1 proposes that a quest should be a planning
problem Q = hP; O; S0; Hgi, where P is the set of
predicates that are used to define the game state, O is the set of
planning operators, S0 is the current game state, and Hg is
the totally ordered set of goals. This definition creates two
issues due to its requirement that the quest is a planning
problem. The first is the issue of generality, because only quest
generation systems that can solve a planning problem can
use this definition of a quest. A planning problem can be
solved using a planning algorithm. However, any proposed
quest generation system that is not a planning or
planninglike algorithm cannot use this definition. One quest
generation system uses simulation to generate a quest,
          <xref ref-type="bibr" rid="ref16 ref32 ref6">(Breault,
Ouellet, and Davies 2018)</xref>
          , which incompatible with
definition TEO1. TEO1 also poses the additional issue of
presentation to the player. A game would never show the planning
problem to the player and ask the player to solve the plan
in order to receive the quest. The solution to the planning
problem may be presented to a player in some way, but the
planning problem is not what is shown to the player.
        </p>
        <p>E2 defines their quest as something that is generated from
their quest generation system. The quest generation
system is made up of constraints on the memory what
happened in previous game states, attributes which encompass
the player’s ability to complete the quest, actions that the
player is allowed to take within the game, layers which
define the interaction between the object and the current game
state, and proximity, which refers to the closeness of objects
to each other. While none of these components are
inherently problematic, defining a quest in this way implies that
no other information could be part of a quest. Most notably,
this definition omits the idea of a reward which is a common
requirement of other quest definitions.</p>
        <p>
          Paper TEO3 proposes that a quest is a cyclic action
hypergraph HA(N; E) where N is the set of nodes and each
node is a possible action, and E is the set of directed edges
where each edge is labeled true or false. A hyperedge in this
graph is when a successor node has more than one
predecessor nodes. Practically, this paper defines a valid quest to be
a directed acyclic hypergraph with a single sink node acting
as the final action of the quest. This quest definition has the
same two issues as TEO1. On the first issue of generality,
this definition requires that the quest generation approach
has to generate a specific directed hypergraph. Generation
approaches that cannot output this specific hypergraph
cannot use this definition of a quest. For example, there is a
proposed quest system that uses a genetic algorithm to
generate a quest
          <xref ref-type="bibr" rid="ref30 ref8">(Soares de Lima, Feijo, and Furtado 2019)</xref>
          ,
which does not rely on a graph traversal algorithm. This
proposed quest generation system is incompatible with TEO3,
because the generation system is incapable of generating a
directed hypergraph. The second issue is the presentation of
the quest. The player would not be presented with the
complex hypergraph structure, and then asked to interpret the
structure in order to complete the quest. The player might
be presented with some pieces of the graph, such as the
instructions for how to complete a possible action in the graph,
but the full graph would always be hidden from the player.
5
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Combined Quest Definition</title>
      <p>These quest definitions can be combined into a single
generic quest definition. The new definition attempts to
encompass all of the information that is captured in section 3
in the most generic way.</p>
      <p>Tasks, actions, goals, rewards, progression, narrative,
order and player are all identified as having commonality
between different proposed definitions, and are considered to
be essential elements of a quest. For that reason, the
individual components were generalized into the least amount
of requirements to be a part of a quest. Progression and
narrative can be viewed as reward, so these ideas were
combined into the single component of reward. Tasks, actions
and goals have to be more carefully combined. An action
implies that there is exactly one thing for a player to do
using the game mechanics. Some tasks in a quest require a
player to complete multiple actions. For example, a task that
a player could receive would be to talk to an NPC in a
different location, which would require two actions, one for
moving to the location, and one for talking to the NPC. For this
reason, the tasks can encompass actions, where a task can be
completed by one or more actions. As discussed in section
4.1, goals can refer to long term objectives for the player
such as finishing the game, which would require the player
to complete all of the main quests. The word “goal”
therefore has the potential to include multiple quests within it,
and would not be suitable to describe part of a quest.
Therefore, the word “task” is chosen over the word goal, in order
to reserve that word to refer to other aspects of the game.</p>
      <p>The elements in EO1, E2, and TEO3, are considered to be
non-essential because they introduced concepts that are too
specific to be used in a broader context. EO1 required that
the quest be a planning problem, E2 required that the quest
be a something generated from the quest system outlined
in the same paper, and TEO3 required that the quest be a
hypergraph. Because these definitions are so specific, they
limit the kinds of approaches that can be used to generate
a quest. These components were omitted to allow for any
approach to be tried in future quest generation research.</p>
      <p>In addition to the ideas expressed in the definitions, gaps
in this body of work were identified. These definitions lack
a discussion of what a task is and lack a connection to the
presentation of the quest to the player. A task needs to be
defined so it specifically relates to the game mechanics, and
needs to be more precisely defined in how to complete a
task. The presentation of quest affects the player’s ability
to interact with the quest, and should also be considered an
integral part of the quest.</p>
      <p>Definition 1 A quest Q = hT; ; Ri is a partially ordered
set of tasks T that the player must complete to get one or
more rewards from a set R.</p>
      <p>defines the partial ordering on the set of tasks, and is
created based off of the in-game logic.</p>
      <p>Definition 2 A reward r 2 R is an in-game item, narrative
elements, or progression elements.</p>
      <p>The set R contains any rewards that the developer wants
the player to receive in exchange for completing a task
within the quest. The rewards for an individual quest R come
from the pool of possible rewards R. Rewards can be
ingame items can be things like currency, a new weapon or
other items that allow the player to interact with the game.
Narrative elements can be things like cut-scenes, or new
dialogue offered by NPCs which help the player understand
the story of the game. Progression elements would include
things like experience points which would allow a player to
increase in level, or progression points that a player would
use to unlock new abilities in a progression tree. All of the
possible rewards for the player are aggregated in the set R,
but the specifics of when and how the rewards are assigned
to the player will be assigned at the task level in the
description that follows.</p>
      <p>Definition 3 A task t 2 T is a 4-tuple hC; M; I; Rti, where
C is the condition that must be made true in order to
complete the task, M is the system that monitors the sub-section
of the game state that is required to make C true, I is the
presentation of the quest, and Rt R is the set of rewards
that is given to the player when C is true.</p>
      <p>A task t is completed by the player interacting with the
game mechanics, which necessitates C as a functional check
for whether t is completed or not. This definition proposes
a monitoring system M to determine whether C becomes
true, which allows for any representation of a game state. As
the player completes actions using the game mechanics, the
game state will be affected in specific ways. M can check
the ways that the game is expected to change in order to
measure whether the player has completed the action or not.
For example, assume the player is given a task to go to
location A. In order to complete this task, the player is allowed
to go to any part of the area within location A, not just a
specific pixel. M is the monitoring system which determines
whether the player is within the area of location A, which
includes many different specific coordinates as a possible
way to satisfy this requirement. Because there is no
requirement for which game mechanics the player interacts with in
order to make C true, the player is allowed to choose which
mechanics to interact with to satisfy C. When C becomes
true, the task is considered completed and the player is
presented with the reward Rt, and is optionally presented with
the next task in T depending on if the player completed the
final task or not.</p>
      <p>I is the presentation to the player through various in-game
elements that help the player complete the task or situate
the quest within the narrative, such as written instructions,
markers on a map, or highlighted objects. The presentation
clues the player into which mechanics must be used in order
to make C true. The presentation is included at the task level
because the presentation can vary between tasks that are a
part of the same quest. For example, a player might complete
a task where the presentation marks a location on a map, and
the next task is simply shown to the player as text. I can also
optionally include the motivations of why the player should
complete the quest according to the game’s internal logic, as
suggested by TNR1.</p>
      <p>Rewards Rt are also included at the task level in order
to specifically define when a player receives rewards.
Because progression and narrative are considered a reward, it
becomes necessary to define rewards at the task level as well.
For example, a player could complete the first task in a quest,
which would trigger a cutscene. That cutscene needs to be
specifically associated with the task, because that is when
the player receives that reward. If all of the rewards are
presented to the player at the end of a quest, then the rewards
simply need to be associated with the final task of the quest.
6</p>
    </sec>
    <sec id="sec-6">
      <title>Comparison of Quest Definitions</title>
      <p>In this section, the applicability of one of the quest
definitions, TR1, is compared to the new definition proposed
in this paper. Animal Crossing: New Horizons was
chosen because its quest systems offer an alternative
perspective where the quest does not have to include narrative
elements. Animal Crossing: New Horizons has two quest
systems: Nook Miles and Nook Miles+. Nook Miles are quests
that include long-term goals such as catching 100 fish, while
the Nook Miles+ system includes shorter term goals such as
catch 5 fish. Neither of these quest systems offer narrative
elements or progression as rewards, and instead reward the
player with in-game items.</p>
      <p>The Nook Miles system communicates to the player with
a stamp card that gets filled as the player completes tasks
within that quest. Sometimes the name of the stamp card is
shown to the player, which will clue the player into what sort
of challenge could be completed to fill the card. Other cards
are unavailable for the player to see, and only unlock once
the first challenge in the quest has been completed. From
there, the player can see the progress they have made
towards the next stamp in the card at any time. Each stamp
card is themed to a specific game mechanic, and can only
be completed once. For example, one of the stamp cards in
the game requires to the player to catch fish. The player
is challenged to catch 10 fish, catch 100 fish, catch 500
fish, catch 2,000 fish, and catch 5,000 fish. Additionally, the
Nook Miles system features a challenge aspect, because the
system tracks your ability in each section and progressively
assigns more difficult tasks. After the player completes each
task, the player is rewarded with different amounts of
premium in game currency, where the player gets more of the
in game currency for completing the more difficult task. The
player is awarded with 300, 500, 1,000, 2,000, and 5,000
in game currency respectively. In addition to the in-game
currency, completing a task in this quest will also reward
the player with “passport titles” which allow for additional
customization. There are 5 titles: “Accomplished Lad/Lass”,
“Competent Fishing Fan”, “Moderate Beach Bum”, “Fierce
Fisher”, and “Battle-Tested Catch of the Day”.</p>
      <p>The Nook Miles+ system generates a set of five possible
quests that are presented to the player. If a player completes
one quest, then a new one will be automatically chosen and
presented to the player so that there are always five quests
for the player to complete. A player can choose to complete
one or more of these quests in any order. The quests that are
chosen from the pool of Nook Miles+ quests tend to take a
much shorter amount of time to complete. For example, in
the fishing category, the Nook Miles+ system presents the
player with the quest to catch five fish. When a player
completes one of these quests, the player is presented with
different amounts of premium in game currency. For the catch
5 fish quest, the player is rewarded with 150 currency.</p>
      <p>Each of these systems draw from different pools of
possible quests for the player to complete, which reflect the game
play reasons for including two quest systems. The Nook
Miles system is intended for players to complete over many
play sessions and incentivizes players to play the game
multiple days in a row, while the Nook Miles + system provides
rewards for short actions that can be completed in short time
frames, and incentivizes the players to keep playing the
current session. To analyze these quests in the context of
different definitions, the fishing category challenges were chosen
from both systems because they use the same game
mechanics to complete.</p>
      <p>Definition TR1 was used as comparison to the
proposed quest definition. TR1 states that “A quest is a player
task commonly found within role playing games where the
player is challenged to complete goals in return for some
reward”. TR1 includes goals that need to be completed, and
that a single reward needs to be given to the player when the
goal is completed. This formalizes TR1 into Q = hfGg; ri,
where G is a set of goals and r is the reward. Using this
definition, the Nook Miles quest system can be analyzed. The
fishing quest is defined as Q = hfg1; g2; g3; g4; g5 2 Gg; ri.
g1 is the first task, catch 10 fish, g2 is catch 100 fish, g3 is
catch 500 fish, g4 is catch 2,000 fish, and g5 is catch 5,000
fish. The reward for this quest is tricky, because the player
receives both in-game currency and passport titles but is only
allowed to receive a single reward. This definition fails to
fully capture the rewards available to the player in this quest.
There is also no notion of the order that the tasks in G should
be completed, whereas the game provides a specific order
for the player. Additionally, TR1 does not include any
information about how the quest is presented to the player. The
Nook Miles+ quest system can also be analyzed. The “catch
five fish” quest is defined as Q = hfg1 2 Gg; ri. g1 is the
task to catch five fish. r is the reward of 150 in-game
currency. This time, the definition is able to accurately capture
the main components of the quest, but there is still no
information about the presentation of the quest.</p>
      <p>Using the definition proposed in this paper, the
Nook Miles fishing quest can be defined as Q =
hft1; t2; t3; t4; t5 2 T g; ; fr11; r12; r21; r22; r31; r32; r41;
r42; r51; r52 2 Rgi. t1 is the first task, catch 10 fish, t2 is
catch 100 fish, t3 is catch 500 fish, t4 is catch 2,000 fish,
and t5 is catch 5,000 fish. r11 is the 300 in-game currency,
r12 is the title “Accomplished Lad/Lass”, r21 is the 500
ingame currency, r22 is the title “Competent Fishing Fan”,
r31 is the 1,000 in-game currency, r32 is the title
“Moderate Beach Bum”, r41 is the 2,000 in-game currency, r42 is
the title “Fierce Fisher”, r51 is the 5,000 in-game currency,
and r52 is the title “Battle-Tested Catch of the Day”. is
the ordering that enforce t1 must be completed before t2,
t2 must be completed before t3, t3 must be completed
before t4, and t4 must be completed before t5. Each task in
T also needs to be explicitly defined. t1 = hC; M; I; Rt1 i,
where C becomes true when the player catches 10 fish, and
M is the system that monitors how many fish have been
caught. I is the presentation of the stamp card, the
indicator to let the player know how many more fish they need to
catch to complete the task, and the stamp that is presented
to the player when task is completed. Rt1 = fr11; r12g,
the in-game currency and the title associated with the task.
t2 = hC; M; I; Rt2 i, where C is the condition that becomes
true when the player catches 100 fish, and M is the system
that monitors how many fish have been caught. I is the
presentation of the stamp card where the stamp first task, t1, is
presented to the player, the indicator to let the player know
how many more fish they need to catch to complete the task,
and the stamp that is presented to the player when the task is
completed. Rt2 = fr21; r22g, the in-game currency and the
title associated with the task. t3 = hC; M; I; Rt3 i, where
C is the condition that becomes true when the player has
caught 500 fish, and M is the system that monitors how
many fish have been caught. I is the presentation of the
stamp card where the stamps for the first two tasks, t1 and
t2, is presented to the player, the current progress
indicator to let the player know how many more fish they need to
catch to complete the task, and the stamp that is presented
to the player when the task is completed. Rt3 = fr31; r32g,
the in-game currency and the title associated with the task.
t4 = hC; M; I; Rt1 i, where C is the condition that becomes
true when the player catches 2,000 fish, and M is the
system that monitors how many fish have been caught. I is the
presentation of the stamp card where the stamp for the first
three tasks, t1, t2 and t3, is presented to the player, the
indicator to the let the player how many more fish they need to
catch to complete the task, and the stamp that is presented
to the player when the task is completed. Rt4 = fr41; r42g,
the in-game currency and the title that is associated with the
task. t5 = hC; M; I; Rt5 i, where C is the condition that
becomes true when the player catches 5,000 fish, and M is
the system that monitors how many fish have been caught.
I is the presentation of the stamp card where the stamps for
the other four tasks, t1, t2, t3 and t4, are presented to the
player, the indicator to let the player know how many more
fish they need to catch to complete the task, and the stamp
that is presented to the player when the task is completed.
Rt5 = fr51; r52g, the in-game currency and the title
associated with the task. This definition is able to account for the
ordering of the tasks, the multiple rewards that are given to
the player as the player completes the tasks in the quest, and
the presentation of the quest to the player.</p>
      <p>Using the definition proposed in this paper, the Nook
Miles+ fishing quest can be defined as Q = hft1 2 T g;
; fr1 2 Rg. t1 is the task to catch five fish, is the
ordering of a single task, and r1 is the 150 in-game currency.
t1 = hC; M; I; Rt1 i, where C is the condition that becomes
true when the player catches five fish, and M is the system
that monitors how many fish have been caught. I is the
presentation showing that the player needs to catch five fish, an
indicator of the player’s progress of catching the fish, and a
change in the graphic to let the player know that the quest
has been completed. Rt1 = fr1g, the in-game currency
reward. Though this quest is much simpler, the proposed
definition is able to as easily capture the requirements of this
quest as the more complicated Nook Miles quest.
7</p>
    </sec>
    <sec id="sec-7">
      <title>Conclusion</title>
      <p>Since there is no consensus on the definition of a quest in
procedural quest generation, this paper offers a survey of
quest definitions proposed in that literature. From this
survey, a generic definition of a quest was synthesized, and
proposed in a form that can accommodate most of the ideas
proposed by previous papers. The hope is to further the
discussion for a unified quest definition and encourage more
communication in this field. Using a more precise definition
of a quest can allow for better reasoning about quests and
quest systems, as demonstrated in the analysis section.
Additionally, if a consensus can be reached, it will be easier to
further research in this area.</p>
    </sec>
  </body>
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