Ruby Quest

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Fandom
Name: Ruby Quest
Abbreviation(s):
Creator: Weaver
Date(s): 2008
Medium: Quest (writing)
Country of Origin:
External Links:
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Ruby Quest was an influential quest game created by Weaver on the /tg/ board of 4chan. Its popularity gave rise to the quest format of interactive fiction.

History

Quests aren't called Quests because of Bard Quest. They're named after Ruby Quest.

Like reverse Midas, /b/'s touch transforms gold into shit. In 2007/08, ambient board toxicity had reached dangerous levels for any creative effort. Original content was a dinner bell for trolling. While the environment was not yet unworkable, it was unwelcoming, and soon, the board's stable of artists abandoned the site. During this time, it was suddenly revealed that something like half of the most popular characters had secretly all been the work of a single poster, working at great speed. Even the one with the Guy Fawkes mask.

Near the end, that artist, now under the pseudonym 'Weaver,' experimented with a thread called Ruby Quest. Inspired by Jailbreak and Bard Quest, but with a much different aim in mind, Ruby Quest represented a more serious, narrative approach to the medium. However, by then, it was on the wrong board. Weaver left /b/ to try again in greener pastures: /tg/, 4chan's 'traditional gaming' board.

/tg/ had been founded as a place to spam Warhammer 40k image macros and share "your most unhygenic D&D group" anecdotes, so it was an odd and arguably off-topic place to run a quest about a cartoon rabbit. However, although /tg/ wasn't intended for roleplaying, it was intended for roleplayers. In the past, when so-called 'drawwhores' had run fantasy-themed character interaction threads on the board, they evolved naturally into narratives. (Seen in hindsight, the first 4chan Quest was probably 'Drew the Lich.')

Ruby Quest, however, was intended as a game and a narrative, from the ground up. Instead of mocking the Adventure Game paradigm, Weaver embraced it. He leveraged the medium to create tension. Audience interaction created immersion. Bad suggestions could result in failure and character death, and for perhaps the first time, the audience actually gave a shit about that.

Early threads used mystery and puzzle solving to create audience investment in the character, and then leveraged that investment to create a compelling horror story. The art was simple but expressive, and created a stylistic clash between the simplistic, cartoonish innocence of the character designs and their increasingly dangerous, increasingly surreal environment.

Just as importantly, it was quick to draw. Input created output in minutes, creating a sense of immediacy to further heighten tension. No quest before (and arguably, since) has managed to combine speed and quality in this way.[1]

Fanworks

Fanart

noting as i run down the fanart for Ruby Quest that a lot of people tend to draw Ruby with realistic, rabbit eyes, but then make her third eye human. I like the implication there.[2]

Videos

Other

External Links

References

  1. ^ Interactive Fiction: A History of Questing. Ralson, Jun 30, 2015. Via Wayback Machine archive.
  2. ^ Tumblr post by str8aura-no-not-that-one. Posted 8 November 2023.