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564 bytes removed, 09:51, 13 March 2020
Act II Quests: fix linking
'''QuestQuests''' is lead the standard word for most RPGs to describe how a character progresses story or accomplishes tasks. They work as missions with varying levels and progression of complicated objectives, usually rewards with [[experience]], [[gold]] or other things when completedDiablo 3.
==What Are Quests?==
==Diablo III Quests==The [[D3 Team]] wants to improve on how quests were handled in [[are the meat of Diablo II]]. They want the major quests to be interesting's plot, importantstory, and plot-drivenprogression. Many of these quests will They must be character-specific; your character won't (always) just be an errand boy and the quest won't just be something minor; it will advance the [[story]]followed to progress. Another type In Diablo II Lord of quest are the "adventures" which are semi-random and tied Destruction there were many quests that contributed significantly to locations character building, but unfortunately this iconic feature has been removed in the gameDiablo III for unknown reasons.
==How Quests Work==
==Known Quests==The first few quests to be revealed were seen in are triggered and continued by following the instructions below the minimap on the side of the [[BlizzCon 2008|BlizzCon]] demo in October 2008screen. They were simpleWhen completed, they provide experiance and gold (only), straight-forward quests that could fit neatly into which is a big change from how the small dungeon that was enabled in that show buildDiablo II quest system worked. In addition, but they give some idea of how all quests will work ''must'' be completed, one after another in the gameorder they are given. There is no way to fail a quest in Diablo III. Click the following links It is possible to have a high level character "carry" you through content, until you reach level caps. It is even possible to read [[powerlevel]] through the individual articles about each questcontent.
[[Waypoints]] and [[Checkpoints]] are unlocked based on quest progress. ==Quest Interface== [[Image:Q-the-skeleton-king1.jpg|thumb|125px|Blizzcon 2008 display.]][[File:Quest-window2.jpg|left|thumb|150px|Blizzcon 2009 display.]] The final quest interface was modified from the blizzcon versions. The final version consists of a small description of the task to accomplish, and a journel entry for whatever class the player is using. A very easy way to check what is needed to be done on a quest is to look to the right of the screen, which has the instructions on how to progress in the quest. ==List of Quests== Below are all the quests in [[Diablo III]]. ===Events=== [[Events]] are mini quests that build off, but are not directly connected to (usually) the main quests.     ===Act I Quests=== [[Act I]] has 10 quests.The following quests are in Act I: * [[The Fallen Star]]* [[The Legacy of Cain]]* [[A Shattered Crown]]* [[Reign of the Black King]]* [[Sword of the Stranger]]* [[The Broken Blade]]* [[The Doom in Wortham]]* [[Trailing the Coven]]* [[Imprisoned Angel]]* [[Return to New Tristram]] The [[Return to New Tristram]] is manditory for doing the [[Infernal Machine]] event. ===Act II Quests=== [[Act II]] has 10 quests. The folling quest are in Act II: * [[Shadows in the Desert]]* [[The Road to Alcarnus]]* [[City of Blood]]* [[A Royal Audience]]* [[Unexpected Allies]]* [[Betrayer of the Horadrim]]* [[Little Girl LostBlood and Sand]]* [[Escort MissionThe Black Soulstone (quest)|The Black Soulstone]]* [[The Skeleton King Scouring of Caldeum]]* [[The Lord of Lies (Questquest)|The Skeleton KingLord of Lies]] ===Act III Quests=== [[Act III]] has less quests than the other acts, with only 7. The following quests are in Act III: * [[The Siege of Bastion's Keep]]* [[Turning the Tide]]* [[The Breached Keep]]* [[Tremors in the Stone]]* [[Machines of War]]* [[Siegebreaker]]* [[Heart of Sin]] ===Act IV Quests=== [[Act IV]], like [[diablo II]]'s {{iw|Act_IV Act 4}}, is the smallest act in Diablo III, with a grand total of 4 quests. The following quests are in Act IV: * [[Fall of the High Heavens]]* [[The Light of Hope]]* [[Beneath the Spire]]* [[The Prime Evil]]
[[Jay Wilson]] talked about some of the quests seen in the Blizzcon demo in an interview in December, 2008.[http://www.1up.com/do/previewPage?pager.offset=2&cId=3172030&pEvents==]
::'''1UP:''' Can you cite some specific scripted events [[Events]] are small sub-quests that might pop up during have a typical playthrough?::'''Jay Wilson:''' We had a lot of them random chance to spawn in our BlizzCon buildan area. They can appear accross every act besides [In one of them, there was[Act IV]] a series of ghosts at an altar who were seeking an object that you'd get to prove your worth. If you did get itTypically, then they would test you by having big powerful monsters attack you -- and if you passedconsist of completing a task for an npc, you got a nice reward. Another one was coming across some fellow adventurers stranded such as the [[Matriarch's Bones]] event or the [[Forged in a dungeon who'd need your help to get outBattle]] event.
==Quest Development==
[[Image:Q-the-skeleton-king1.jpg|thumb|125px|Blizzcon 2008 display.]]
[[File:Quest-window2.jpg|left|thumb|150px|Blizzcon 2009 display.]]
<blue><font color="#FFFFFF"><b>Atomic Gamer:</b> Is there anything specifically from Diablo II that the team felt needed improvement and wanted to tweak for Diablo III?</font><br>
<b>Kevin Martens: </b>The questing and story. I think we’ve added way more quests, more variety of quests. We’ve randomized the quests, and have these sort of quests that are self contained. For example, if you enter a dungeon in Diablo III, there might be somebody standing at the entrance, like a treasure hunter, saying, “Hey, I heard stories about The Idol of Rygnar is hidden somewhere in this dungeon. Help me find it and you can share in the reward.” Then you go through the dungeon and protect this guy. Then you’ll find the idol and you’ll get the reward.
==Quests as Story==The D3 Team People will turn on you…you’re never quite sure what is trying going to make D3 much happen. We’re adding all those random elements all over the world. There is way more [[story]]-drivenquest content overall than Diablo II, period. They want the characters Also, I think we wanted to be individuals and to be important figures in do a much better job on the world; storytelling aspects, not just interchangeable errand boysthe cinematics, which are fantastic, as they usually were but also in Diablo IIthe storytelling itself, like more twists and turns, more interesting quests, more variety of experiences. [[Leonard Boyarsky]] talked about this [http://www.gamebansheeThat’s what we spent a lot of time on, and making the co-op nature of it better as well.com</interviews/diabloiii2.php in in an interview in September, 2008].blue>
::The RPG elements we're focusing This was one of the first statements blizzard made on developing more this time around are behalf of quests in the areas of story and character developmentdiablo III. We really want you to feel like As you can have an effect on the world -- and that the world can affect your character in turn. In the pastsee, action-RPGs have either come down on the side of action or RPG, and we don't think that's a choice that necessarily has to be made. Our goal is blizzard was origionally intending to make the RPG-style story elements more engaging than they previously have been in the action-RPG genre. The main way we do this without interfering with the hack-and-slash gameplay is by making it opt-in -- if you don't care about the storyquests diverse, interesting, or if you’re replaying the game and have already seen the story elements, the game will still be fun, but if you do care about it, the story will bring a whole extra level of involvement much improved to the game experiencediablo 2.
::A central feature of this philosophy is making as few quests as possible mandatory, but having a wide variety of interesting side quests and random quests to play through if you want to. We are also doing a lot with scripted sequences and books that you can read in the game, but once again, you can completely avoid these things if they don't interest you. ===Blizzcons===
There will also be quests related to the lore/story of the game, though they're not about to give out any specifics yet. This was discussed in the At [[WWI_2008:_D3_Lore_and_Environmental_Art_Panel|WWI Blizzcon 2008 Lore and Environmental Art Panel]], when a fan asked if there would be couple of quests to obtain special items, such as the [[Horadric Cube]]were playable.They were:
::The way the process works is we look into the story and lore and we want that to drive the gameplay and quests. Even if I knew for sure, which I don't, we wouldn't be divulging specific details yet. There will be quests related to lore. That's what we want our quests to be this time. We don't want to have quests just to get this or that. We want it to resonate with main story. So things like Horadric cube we don't know specifically* [[Little Girl Lost]]* [[Escort Mission]] (not actual name, but we know everyone loves that type of thing we work on story side with game and item designers and that stuff comes bout organically. That's how it came about in D2 also, they didn't set out to make the cube, it just came about through the game design process.real one was never stated)* [[The Skeleton King]]
All were featured in Tristram/ nearby dungeons. Quest rewards were small items (random boots and the like). Only the skeleton king quest appeared in the final game.
==Quest Interface==At [[Image:Q-the-skeleton-king1.jpg|frame|New quest display.Blizzcon 2009]]How , many more quests will be presented to than the player is still under constructionlast year were avaible, since the game is nowhere near finished. The interface and menus seen based in the Blizzcon demo deserts in October 2008 [[Act 2]]. They were quite similar to Diablo II's, though. This is to be expected; the system worked and was functional, so why reinvent the wheel? When an NPC has a quest to give there's an ! over their head, and when the quest is received a banner pops up with the specific quest instructions. :
Once undertaken, quests can be accessed from a Quest menu that shows all active quests, and allows the player to replay the various quest dialogues. All fairly standard RPG stuff.* [[Find Alcarnus]]** [[Blood Money]]* [[Stranded]]* [[The Lost Girl]]* [[Alesar's Pendant]]* [[The Collapsing Tomb]]** [[The Lost Wagon]]* [[The Necromancer's Book]]* [[A Miner's Gold]]** [[The Idol of Rygnar]]*
Some of these quests appeared in some form or another in the final game (*'s). Rewards were items and experiance.
==Adventures==Adventures are mini-A couple small quests that don't tie into the overall plot. They're semi-random, and may have valuable rewards, but don't need to be completed to advance through an act. The D3 Team described them in the appeared at [[WWI_2008:_D3_Design_Fundamentals_Panel|WWI 2008 Design Fundamentals PanelBlizzcon 2010]].They were:
::Adventures are an expansion on a lot * [[The Torture Chambers of the randomness from D1 and D2. They allow us to place a scripted event almost anywhere in game world. You could come across a particular area in Mad King]] * [[Escort the outdoor world with a variety of possible elements in it. One game it could be a old abandoned house to explore. Maybe itWeapon Maker]]* [[Queen Alyssa's infested with crazy [[undeadServants]] guys, and as you clean it out you learn the story of the family who lived there. Another game that same area might instead have a clearing where a cult is performing a summoning ritual. Another game might feature a caravan that needs protection from marauding monsters, or escort to the nearest town. Another game you might find a boss monster there. Or you might just get random monsters. The idea is that every time you go through the game we want you to see something different. We want to provide randomization everywhere, to make things so replayable. To make it fun to keep coming back to.
Since that early panel discussion the team has backed off All 3 of strictly defining Quests vs. Adventures. vs. Events. They seem to be using these quests appeared in the names a bit more elastically nowfinal game, although the first mention was expanded upon as evidenced by Jay Wilson's reply to a question in a December 2008 the [[http://www.1up.com/do/previewPage?pager.offset=2&cId=3172030&p=1 interview with 1up.comImprisoned Angel]]quest.
===Early Stances===<blue><font color="#FFFFFF">I think Jay hinted during Blizzcon that there might be updated quests to keep higher level content exciting to keep people coming back and playing again. </font><br>Julian Love::It's not so much actually high level versus low level. I think we have a plan that facilitates high level content. What I think you're really getting at there is replayability, and what that gets down to is the way we're exercising randomness within the game. We'1UP: Can you cite some specific scripted events ve put a lot of focus towards what kinds of randomness are really beneficial in supporting replayability and what things are just, heh, not all that important or not all that awesome. One of the things that we have in the system that we have is something that might pop up during we call - well, we have a typical playthrough? '''really technical name for it -- sub-scenes.
::What it comes down to is we can sort of like create a hole in the world that'''Jay Wilson:'''"s like a socket that we can fill with just about anything that we want...there are It could be empty ground with a lot bunch of different kinds of scenarios; you'd run monsters on it, it could be a giant canyon that a really elaborate scripted event happens, it could turn into people who would need to be escorted or a caravan walking across the desert that's been strandedyou have an escort quest on. And if you stick around and protect [The point being is that this hole in the caravan] for earth can randomly, at any time become something totally different. It could even be a doorway to a few minutes from [an attack] whole new dungeon that would occur, you'd get a rewardve never seen before. Most of these are fairly optionalSo, where the player can decide whether he wants fact that the world is able to do them or notchange things up and actually deliver different events, but we try to reward them well stories and make them pretty fun. The biggest goal we have with these quests is that we want what's really going to change what the player is doing. Whenever you can basically take the core game and make the player play it in a slightly different way, it makes the game a lot more interesting replayable at the both the low and keeps it from being tedious. You go from "I'm killing monsters aimlessly" to "I'm now killing monsters to protect this thing." That's easily a more interesting scenario, because it's different than what you were doing, and that's our main goal with thathigh ends.</font></blue>
Jay also disclosed that the adventures (or events) are pre-scripted and written just for that area of the dungeon. Basically, This was somewhat implamented in the [[D3 Team]] writes, say, 15 possible mini-quests/adventures/events for a dungeon area, of which only a few will spawn in any given final game. This makes the content semi-random; players will see different events in an area each time they play it, and will need but not to play a given area many times to see every possible event in it. And since the team can add in more such events during patches, the content can be perpetually refreshed. It's also possible that rare events might be incorporated; ones that would only spawn ever few hundred games, making it possible for players to get surprises months or even years after the game's releasegreat extent.
<blue>We’re doing -– there’s a main storyline that is, parts of it might be randomized depending on the area, depending on what the quests are, depending on what the actual objective is. But apart from the main quest, most of our other content is randomized, so from game to game it will be completely different. I can’t give you any kind of percentage because we’re still playing with those numbers, but that’s really the way we built this game is so that we can have a lot of randomized content, including story elements and including quests.</blue>
==Class-Specific Quests==Some of This did appear in the final game in the Quests (and adventures?) will be character-specific, offered only to characters form of a given classevents. However, or else customized in some particular way for your character's specific class. This was covered in the [[WWI_2008:_Denizens_of_Diablo_Panel|WWI 2008 Denizens of Diablo panel]]main story is completely static.
====Randomized Quests====<blue><font color="#FFFFFF">DF:Will there be class specific quests in the game? If so, can you explain how they would work?</font><br>Jay Wilson:We'll also have various are still discussing whether or not we would like to include class -specific quests that will be very interesting. Each class will have different views in the game mainly because of the story simple fact that will it may not really fit in with the fast-paced play out through conversations-style known to the Diablo series. Bottom line beyond all While this is it gives us a way definitely something we would like to put the hero at the center of the story. Your hero can drive the story as opposed to being errand boy. You can decide best thing to do. Villages can be cowardlyconsider, you can suggest we need to go do this, not just me. I can take control because no one else will. Puts you at center of the action. Makes char have more of a hero feelhaven't agreed on how just yet.
How this sort of thing However, we would work like to do something in a party game, where there were characters regards to character specificity. We are looking into having different dialogues and experiences for the same quest or interaction for each of the classes. Each character will react differently and have different responses for different classes playing togetherscenarios. For example, remains the Barbarian may do or say one thing in response to be seenwhat an NPC has to say, whereas a Witch Doctor will treat the encounter in a complete opposite manner. Perhaps </blue><blue><font color="#FFFFFF">Can you tell us anymore about the class-specific quest system in the game?</font><br>Jay Wilson: Not a a lot but I can tell you we do intend to do some class quests would only appear in single player games, while others would work for mixed parties, with and mostly what we want to do is give [[story]] arcs to the goals characters. We don't want them to be kind of the quest the same nameless...I think we've reached a point where we are trying to build a universe and only a universe is filled with characters. And so a lot of what we want to do with the dialogue differing for each classquests is support that idea to build characters.
<font color="#FFFFFF">: So when you start the game will the different classes begin in the same place or will you start at some sort of origin level to setup your character?</font><br>
Jay Wilson: Originally we wanted to do an origin - we wanted to actually have the characters start in their own location but it was a monumental cost for us to do it so we decided that we would have everyone start in the same place. We do try to set the characters up though. We have a little event early on that's going to try to setup where the characters come from and what their mindset is.</blue>
==How Many Quests?==The [[D3 Team]] Blizzard has said that D3 will be about the same size as D2, but that it will have many more not yet added class specific quests. This total presumably includes the smaller adventures, as well as main plot-driving quests. [http://www.diii.net/n/687810/jay-wilson-from-leipzig-6 Jay Wilson commented on this] in an interview with German site 4players.deDiablo III.
::We believe Diablo 2 was a very good size, even with the number of quests. In any case, more than in Diablo 2, Diablo 3 will have more quests and many of them have a much stronger tie to the game. Compare this to Diablo 2, where quests generally came in 6 per Act, but in Diablo 3 we have no quest limit. So we can continue to insert as many quests as we like, until we feel that we've got a good amount and there aren't too many. We want to concentrate on quests that are really fun and contribute to the game. If I have to come up with a number, I'd say there's probably twice as many quests, but I wouldn't nail it down like that. It could still be more or less at this point.===Summary===
Long story short, blizzard appears to have had goals for making quests more interesting but ended up scrapping most of it, and now we have what we do today.
==NPC Conversations==[[NPC]] conversations in Diablo III are shown Quests in the normal game screen. The camera merely zooms in a bit. The conversation is ended and the screen returns to normal if you click anywhere outside of the dialogue tree, or press the space bar or Esc key. Expansion===
When the game debuted at the [[WWI 2008|WWI event]] in June 2008, NPC conversations were portrayed No changes to quests have been made so far in a special pop up window display which you can see below. This approach was abandoned between the June premiere and expansion [[BlizzCon 2008|BlizzConReaper of Souls]] in October, since the D3 Team felt that it took players out of the flow of the game.
[[Image:Npc-interaction.jpg|center|frame|Early concept for NPC dialogue; now removed. The Barbarian speaks with [[Deckard Cain]].]]
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[[categoryCategory:Game termsFeatured articles]][[stub:it requires pictures of the modern quest interface]]
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