Main quests

Main quests is a the basic narrative-oriented gamification mechanic. Their function is to provide users with a list of tasks, which is easy to navigate and manage.

Main quests belong to the "Quests" category. They can be either individual or collective (see Guilds). Contrary to other types of quests, such as Side quests and Boss fights, main quests can not simply be skipped; the user has to complete them to progress in the game.

Main quests belong to the social and the narrative layers in the model of gamification (see Model)

Strong effect

The user-friendly interface, helping to maintain a list of tasks and descriptions, as well as tracking their progress, is what makes the main quests one of the main elements of gamification.

Weak effect

Quests can structure and visualize information related to tasks and their execution and turn mundane tasks into real adventures. However, there is a risk that the chosen setting and imagery may not always be in line with the sphere in which the quests are being implemented. They thus may not resonate with users but rather scare them away. Therefore, you should thoroughly develop and design the quests

Duration of the effect

A game with a small set of main quests, even one, available in advance is suitable for short-term objectives. When the gamification is long-term, you should set up several connected quests as well as the system of updating and expanding, for instance, by implementing the system of seasonal quests.

What can I do with this?

The main goal of gamification is to further motivate the user to act in one way or another. Accepting main quests is one of the basic motivating gamification mechanics.
The desire to complete quests and see what will then happen can arouse users simply by accepting them.
Quests may include additional information for a better understanding of tasks, statistics of their completion, and other relevant information, which increases the time spent by users in the game and contributes to general knowledge of the game principles.
Certain types of quest systems allow users to choose the order of quests completion themselves.
When completed quests become valuable, then the higher the amount of them users have, the higher their in-game status is. The ability to accumulate several quests is another motivating in-game mechanic.
It’s better to make completing main quests perceived as the means and not the goal, so their value will last longer. Completed quests are then accumulated not for the sake of their amount but rather to discover new in-game features via their conversion to other in-game items.
Demonstration of completed quests is a crucial mechanic that allows players to display their achievements for others to note.