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Quest
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A quest is a journey towards a goal with great meaning and is used in mythology and literature as a plot device. In literature, the objects of quests are often a lengthy distance from the hero's starting position. This requires much travel and allows the author to showcase the exotic locations and cultures of their fantasy world.
Perhaps the original quest motif is the quest of Gilgamesh, who goes out in search of the secrets of eternal life. Another ancient quest tale is the story of Odysseus, who finds many dangers between him and his goal, which is simply to return home. This quest tale was told by Homer in The Odyssey. The Golden Fleece is the object of another famous quest from the tale of Jason and the Argonauts in Greek mythology. Perhaps the most famous quest motif from fiction centers around the Holy Grail in Arthurian legend; this is an interesting use of the motif, in that those who tell tales of the Holy Grail not only get to deal with heroes who succeed, like Parsifal or Sir Galahad, but also with heroes who fail, like Sir Lancelot.
A familiar modern literary quest is seen in the tale of Frodo Baggins's quest to destroy the One Ring in The Lord of the Rings. The One Ring, its baleful power, the difficult method which is the only way to destroy it, and the spiritual and psychological torture it wreaks on its Bearer, is used by Tolkien to tell a meaningful tale of friendship and the inner struggle with temptation, against a background of epic and supernatural warfare.
In the hands of others, however, the arbitrariness of the quest, the MacGuffin character of its objects, and the thin plot devices used to make its accomplishment difficult, make the quest motif one of the more obvious and less satisfying devices in fiction. However, the quest device is still used in many derivative role-playing games and computer role-playing games and works of mass market fantasy fiction.
A stereotypical quest in such a role-playing game will announce that the heroes must assemble some artifact, which unfortunately for them has been broken into several pieces, each of which is guarded by terrible threats which the heroes must overcome. The quest allows the heroes to shine and show the qualities that make them heroic.
In literature as well as video games, side-quests are often used to develop both world and character depth. These miniature plots may or may not have to do with the story's focus (being hereafter called the main quest), and often include a romantic interest, a second major quest that is separate from the main quest, or the videogame's stereotypical "Helping the Neighborhood Solve Its Problems."
The first is the most often used, as most readers/players prefer to have a character that is plausibly real. It often shows the depth of a character's personality, gives opportunity for a seemingly perfect character to have flaws, and presents a possibility for the character's downfall. Sadly, it is sometimes overdone and is without any real thought or planning behind it.
The second is an umbrella, and often includes the romantic interest. One example is in Robert Jordan's The Wheel of Time, the major quest being the binding or destruction of the dark one, with major side quests being the securing of politcal power, romantic interests, and the growth of personal strength or power. Often times, such as in The Wheel of Time, these major side quests are stepping stones to the completion of the final goal.
The third is the most irritating to the avid gamer; the stereotypical "newbie" level. In the beginning of the game, the character is weak and needs some means of experience and so helps the neighbors solve problems. These side-quests are usually menial in nature and have little to no bearing on the main quest, and include such actions as finding a lost book, finding a lost child, or ridding a basement of rats. Luckily, the gamer quickly passes through this level.
A fourth kind is that of a distraction. While most often used in gaming, it is occasionally found in literature as well. This side-quest usually has no bearing on the plot, consisting of raising pets, playing sports or carnival games, as well any other conceivable thing designed to take the mind off the main quest.
Other related archivesHarry Potter fandom, Argonauts, Arthurian legend, Artifacts, Fantastic art, Fantasy, Fantasy art, Fantasy authors, Fantasy fiction magazines, Fantasy films, Fantasy literature, Fantasy operas, Fantasy races, Fantasy subgenres, Fantasy television, Fantasy themes, Fantasy worlds, Frodo Baggins, Galahad, Gilgamesh, Golden Fleece, Greek mythology, History of fantasy, Holy Grail, Homer, Jason, Lancelot, Legendary creatures, Lovecraftianism, MacGuffin, Odysseus, One Ring, Parsifal, The Lord of the Rings, The Odyssey, Tolkien, Tolkien fandom, Tolkienology, artifact, computer role-playing games, fantasy fiction, fantasy world, heroes, literature, mass market, mythology, plot device, role-playing games, travel
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