A component of interactive fiction and role-playing games.
A stucture for a story requiring a player quality-check to proceed down the narrative's forks, with some quality-change as a result of completing it.
Feels like getting explicit about the changes to the game state, lifting that part of the game up to a first-class citizen.
Useful for letting writers create mini-stories (QBNs) and drop them all into a pool for the player.
Then the player can then string together their own path based on potential QBN ( quest?) requirements and rewards.
Building up to items with lesser collectibles.
Logistically, an economy of currencies.
Practically, a reason to collect drops, and a way to empower players to create
their own mini-narratives in games. The gate keeper might not care where the
item comes from, just that one is brought - then multiple ways to
create/find/steal it can be supported. (getting qbn -y)
Examples/plans for in-game quests! Link 'em if you got 'em.
See also: quality-based narratives (qbn, QBN)