quest-system
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.