A look into the Magequest trilogy.

  • sbester
  • 01/08/2013 11:26 PM
Welcome to the fourth issue of Series Master!
I’d now like to draw your attention to a little known series of games by Davenport known as Magequest. There are currently three complete games in the series, and it seems a great amount of care has been put into each installment. I played through the first game myself, and it showed great promise for things to come. Enough about me though, here’s the interview!


Sbester: Can you briefly explain the origins of the series? Was this always meant to be a series of games, or did the ideas for sequels come later on?

Davenport: The series originated from nothing more than childhood imagination. This was always meant to be a series of games, ala Final Fantasy, although I'm still uncertain as to how many games to make.

Sbester: How have they evolved from game to game?

Davenport: The series has definitely evolved since the first game. With each game, I continued to enhance the overworld map, creating more comprehensive dungeons, towns, and areas to explore. The maps were abstract and gigantic, but designed to be easy to navigate from point A to point B. As I gained more experience using the editor software, new ideas for more advanced puzzles also emerged (like pushing boulders onto switches and triggering various mechanisms.) With time, I learned to create multiple switch puzzles and more comprehensive obstacles for the player to overcome.

The emphasis of each game was primarily on dungeon design and exploration. I also gradually introduced the night/day and weather system - making my series one of the first games to implement these now standard features.

An image from the first Magequest game.

Sbester: Having released three full games in the series, what are the most important things you’ve learned?

Davenport: The most important things I learned from making the series were realistic map design as well as developing an engaging story, an essential backbone for any game to be fun. My earliest games often lacked a substantial plotline. Dungeons were often accessible through exploration, since they were scattered throughout the land. You could complete them in any order with a few item restrictions.

Secondly, I learned that paying attention to spelling and grammar is essential for the player to read dialogue and gain meaningful information from them.

Third, I learned that the only limitations in the world of game-developing is your own imagination.

Sbester: If you could explain to everyone why they should play this series, how would you go about convincing them?

Davenport: I would say that players who are looking for a lighthearted game with a lot of action, fairly challenging dungeons, and plenty of areas to explore would find Mage Quest appealing. My games may not be perfect, but each one was made with dedication and love, and I hope that this is reflected in the Mage Quest series.

Images from Magequest2.

Sbester: What are your main sources of inspiration for these games?

Davenport: My main source of inspiration has been the Zelda franchise, reflected in my own dungeon designs. My series has also been influenced by a number of games that I played in my childhood, such as Final Fantasy, Dragon Quest, Heroes of Might and Magic, etc.

Sbester: What advice do you have to others who are trying to create their own series of games?

Davenport: My advice would be to be original and let your creativity flow - no matter how silly your ideas may seem. Do not fear criticism, because it is impossible to please every potential player. Keep your mind open to all possibilities. Don't take harsh criticisms too personally, because it's a learning process, but do try to learn from them.

Images from Magequest 3.

Sbester: Any plans for a 4th game in the series, or even further?

Davenport: I haven't ruled out making a 4th episode of Mage Quest using RPG Maker Ace. As long as people are willing to play my series, the legend will stay alive.

Sbester: Any final thoughts?

Davenport: All I can say is that I hope my games will inspire other people to begin making series of their own, that fulfill their hearts as MageQuest has fulfilled mine.


There you have it. A man of few words, but three solid and complete games to his name! Stay tuned for more Series Master articles coming your way soon!


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The 524 is for 524 Stone Crabs
So you've made more than just SMBX levels... I might try mage quest now.
Guardian of the Description Thread
Huh. And here I was, thinking Davenport just made SMBX levels/games.

"Rasuna has learned something today."
I'll probably start playing Magequest 2 in the next month or so. It's a series I've been meaning to get back to for a while now.

Try watching some of my walkthrough videos(listed chronologically) as a better alternative when stepping into uncharted territory :D
Don't be surprised if any tiny residual bugs pop up during random exploration.
They usually won't affect the main gameplay.

I'll probably start playing Magequest 2 in the next month or so. It's a series I've been meaning to get back to for a while now.
Welldone and thanks for playing :D
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