Information AboutQuest |
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This article is about the word, for other meanings see Quest (disambiguation) A quest is a journey towards a goal used in Mythology and Literature as a Plot . In Literature , the objects of quests require great exertion on the part of the Hero , typically including much Travel , which also allows the storyteller to showcase exotic locations and cultures. An early quest story is the quest of Gilgamesh , who seeks a secret to eternal life after the tragic death of Enkidu . Another ancient quest tale, Homer 's '' Odyssey '', tells of Odysseus , who is cursed to wander and suffer for many years before Athena persuades the Olympians to allow him to return Home . Recovering the Golden Fleece is the object of the travels of Jason and the Argonauts in the '' Argonautica ''. The most famous quest in western literature centres on the Holy Grail in Arthurian Legend . This Story Cycle recounts multiple quests, in multiple variants, telling stories both of the heroes who succeed, like Percival (in Wolfram Von Eschenbach 's Parzival ) or Sir Galahad (in the Queste Del Saint Graal ), and also the heroes who fail, like Sir Lancelot . A familiar modern literary quest is 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 J. R. R. Tolkien to tell a very very meaningful tale of Friendship and the inner struggle with Temptation , against a background of Epic and supernatural warfare. Weak writers, however, may devise the arbitrary quests for items without any importance beyond being the object of the quest. These items are known as MacGuffins , which is sometimes merely used to compare quests and is not always a derogatory term. Writers may also motivate characters to pursue these objects by meanings of a Prophecy that decrees it, rather than have them discover that it could assist them, for reasons that are given. Though often poorly done, the quest is a basic plot in Role-playing Game s and Computer Role-playing Game s and works of Mass Market Fantasy Fiction . A stereotypical quest in such a role-playing game will announce that the Hero es 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. |