{"id":3394,"date":"2026-04-13T12:19:22","date_gmt":"2026-04-13T12:19:22","guid":{"rendered":"http:\/\/5fbc2c4de4b082e810c72f65"},"modified":"2026-04-13T12:19:22","modified_gmt":"2026-04-13T12:19:22","slug":"how-spellbreak-chapter-1s-innovative-quest-system-could-change-battle-royales-for-the-better","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/how-spellbreak-chapter-1s-innovative-quest-system-could-change-battle-royales-for-the-better\/","title":{"rendered":"How Spellbreak Chapter 1&#8217;s Innovative Quest System Could Change Battle Royales For The Better"},"content":{"rendered":"<p>As popular as battle royale games have proven to be over the last five years, their biggest and most glaring flaws as a genre in general are usually a poor narrative with bad world building or overly static and bland content. The gameplay is always solid and the unique competitive \u201clast man standing\u201d premise elevates the concept, but on paper they\u2019re typically pretty bare bones from a storytelling perspective. It\u2019s not enough to just make an amazing map with great weapons and characters these days. That\u2019s been done a thousand times. Nowadays, it\u2019s all about differentiation.<a href=\"https:\/\/www.ign.com\/games\/spellbreak\">Spellbreak<\/a> aimed to set the market on fire when it blasted onto the scene earlier this year with its unique blend of magical fireballs and enchanted arrows and it did make a splash, but it still had plenty left up its sleeve. Focusing on elemental-based spells instead of modern firearms is already a major departure from the norm, but the big new change coming with the debut of Chapter 1 on December 15th is something every developer in the battle royale space should pay attention to: quests. Plus it\u2019s launching on Steam the same time that Chapters release with full crossplay between PC via <a href=\"https:\/\/store.steampowered.com\/app\/1399780\/Spellbreak\" target=\"_blank\" rel=\"noopener noreferrer\">Steam<\/a>, PC via Epic Games Store, and all consoles with cross-progression too.<output class=\"widget-container\" readability=\"-24\"><\/p>\n<div class=\"jsx-2486504960 slideshow-preview\" readability=\"7\">\n<p>Spellbreak &#8211; 7 Screenshots<\/p>\n<div class=\"jsx-2486504960 images-container\"><button aria-label=\"Open Slideshow\" class=\"jsx-2486504960 hero-image\"><\/p>\n<div class=\"jsx-3905315446 aspect-ratio-container aspect-ratio-16-9\">\n<div class=\"jsx-3905315446 aspect-ratio-child\"><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2020\/11\/how-spellbreak-chapter-1s-innovative-quest-system-could-change-battle-royales-for-the-better.jpg\" alt role=\"presentation\" class=\"jsx-2920405963 progressive-image image jsx-2126225085 expand loading\"><\/div>\n<\/div>\n<p><\/button><\/div>\n<\/div>\n<p><\/output>With Chapters, developer Proletariat is aiming to offer something that\u2019s fresh and new on a recurring basis other than simply expanding the number of existing challenges or dailies. New chapters will debut every 12 weeks and they\u2019ll offer three free quests per chapter and three paid quests within the paid Chapter Pass content. The start of each Chapter includes a fully-voiced piece of dialogue with an NPC to kick things off and a bit of a story hook to push you along, then a bookended piece of voiced dialogue at the end.For example, the Chapter quests that I got to play during the virtual preview event were all based around research. You\u2019re trying to discover as much information as you can about the storms and objects surrounding them.<output class=\"article-video-container\"><\/output>The first quest tasked us with making it through two of the storm phases \u201cfor research\u201d or, in other words, simply make it to the second fully closed circle to complete the quest. After that, we had to interact with three triangular portals to gather readings. These portals were interesting because they would only spawn inside of the spellstorms themselves. So once a circle starts closing you had to keep an eye on the outer edge of the zone and actually venture into the storm to interact with the portals, which would then teleport you into the sky and re-drop you down into the zone. Strategically, it was pretty useful regardless of the quest objective.<\/p>\n<p>The final bit of the narrative content in Chapter 1 required us to erect five Arcane Barometers around Aegis Towers in the map. What I appreciated about the way they\u2019ve approached quests in Spellbreak is that it doesn\u2019t change the game flow at a core level. Even if you don\u2019t care about the quests, these missions are adding new variations to the map that fundamentally iterate on the flow of a match with new mechanics.<\/p>\n<div class=\"quote-container\" readability=\"8\">What I appreciated about the way they\u2019ve approached quests in Spellbreak is that it doesn\u2019t change the game flow at a core level.<\/p>\n<hr>\n<p><span>\u201c<\/span><\/p>\n<\/div>\n<p>Since the quest content doesn\u2019t take place as an instanced piece of dialogue, a separate cutscene, or take you out of things at all, it feels much more organic than previous efforts at the same topic I\u2019ve seen. Granted, it\u2019s still a very basic implementation. The map-altering narrative events of games like Fortnite arguably accomplish a similar ongoing story goal, but nothing feels like it\u2019s part of a crafted universe with its own lore there. It\u2019s all a bunch of tie-ins to other IP. With Spellbreak, they\u2019ve crafted a unique setting with its own worldbuilding.<output class=\"article-video-container\"><\/output>As expected, you\u2019ll earn rewards like the typical badges, banners, cosmetics, and so on for completing quests, but notably none of the actual story content is in the Chapter Pass. It\u2019s all free for everyone, similar to the rollout for the four-part Prologue series. Instead, when you purchase the Chapter Pass you simply unlock more quests that are more similar to challenges that thread in more rewards and more milestones to hit, similar to a Battle Pass.<\/p>\n<p>The goal here is to give players reasons to keep coming back to Spellbreak by telling an ongoing story, over time, that gradually adds more flavor and (crucially) content to the game world. In a lot of ways it\u2019s similar to how MMOs dole out updates, but trimmed down and adapted to a match-based battle royale setting.<\/p>\n<aside><strong>BLACK FRIDAY: KEY PAGES TO BOOKMARK<\/strong><br \/><\/aside>\n<p>One of my only issues with the game when I <a href=\"https:\/\/www.ign.com\/articles\/spellbreak-review\">reviewed it in September<\/a> was that it didn\u2019t have a Battle Pass of any kind and lacked depth in terms of its cosmetic unlocks and progression. The Chapter system seems poised to fix both of those problems and will certainly add plenty of reasons to keep coming back for more. Hopefully it\u2019s a concept more battle royale games adopt going forward.<\/p>\n<p dir=\"ltr\"><em>David Jagneaux is a freelance writer for IGN. Talk video games with him on Twitter at <a href=\"https:\/\/twitter.com\/David_Jagneaux\" target=\"_blank\" rel=\"noopener noreferrer\">@David_Jagneaux<\/a>.<\/em><\/p>\n<p><a href=\"https:\/\/www.ign.com\/articles\/how-spellbreak-chapter-1s-innovative-quest-system-could-change-battle-royales-for-the-better\">News Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>As popular as battle royale games have proven to be over the last five years, their biggest and most glaring flaws as a genre in general are usually a poor narrative with bad world building or overly static and bland content. The gameplay is always solid and the unique competitive \u201clast man standing\u201d premise elevates the concept, but on paper they\u2019re typically pretty bare bones from a storytelling perspective. It\u2019s not enough to just make an amazing map with great weapons and characters these days. That\u2019s been done a thousand times. Nowadays, it\u2019s all about differentiation.Spellbreak aimed to set the market on fire when it blasted onto the scene earlier this year with its unique blend of magical fireballs and enchanted arrows and it did&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/how-spellbreak-chapter-1s-innovative-quest-system-could-change-battle-royales-for-the-better\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":3395,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[2],"tags":[],"class_list":["post-3394","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-ign"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>How Spellbreak Chapter 1&#039;s Innovative Quest System Could Change Battle Royales 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