  Among academic communities there is no single agreed upon definition of a
quest. The industry perspective on this topic is also largely unknown. Thus,
thee purpose of this paper is to gain an understanding of the definition of a
quest from industry professionals to better inform the academic community. We
interviewed fifteen game developers with experience designing or implementing
quests or narratives, and process the interviews using thematic analysis to
identify trends. We identified a variety of personal developer definitions.
However, we also discovered several themes that may inform future academic
work. We introduce the definition-context-purpose paradigm as a synthesis of
these trends: elements of a quest, purpose of a quest, and context of a quest.
Finally, we discuss the developer's reaction to a recently proposed quest
definition as part of a push towards a general quest definition.
