Narrative & Quest Plan
Template note — Step 29, Game Designer. This page is the living document for that work: fill it in as the task runs and keep it current. Delete this note when the document is real.
C4 position: L3 Components. Quest, dialogue and cinematic components and how they connect.
Delivery methods
[Cutscenes, in-world dialogue, environmental storytelling, UI text — and the share each carries.]
Quest list
| Quest | Type (main/side) | Giver/location | Beats | Rewards |
|---|---|---|---|---|
| [ ] | [ ] | [ ] | [ ] | [ ] |
Cinematic plan
| Scene | Purpose | Format | Est. length |
|---|---|---|---|
| [ ] | [ ] | [ ] | [ ] |
Dialogue style guide
[Voice rules per character/faction: vocabulary, rhythm, what they never say.]
Localization notes
[String expansion budget, idiom policy, text that must stay data-driven.]