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==Diablo III Quests==
The [[D3 Team]] wants to improve on how quests were handled in [[Diablo II]]. They want the major quests to be interesting, important, and plot-driven. Many of these quests will 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]]. Another type  Each act has numerous major, plot-related quests, all of quest which have various related minor quests related to them. Blizzard has released very little information about the game's plot, so the only quests known thus far were the ones seen in the playable demos at Blizzcon 2008 and 2009. In addition to the official quests, there are the numerous smaller "adventuresAdventures" which are semiplay like mini-random and tied to locations in quests. See the gamesection further down this page for more details on them
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==Quest Interface==
[[Image:Q-the-skeleton-king1.jpg|frameleft|New quest thumb|Blizzcon 2008 display.]][[File:Quest-window2.jpg|thumb|Blizzcon 2009 display.]]How quests will be presented to the player is still The quest interface remains under constructiondevelopment, since as evidenced by how much it changed between Blizzcon 2008 and 2009. The 2008 version was more ornate and stylized, and filled up much more of the game is nowhere near finished, but visible screen. In 2009 the interface was far simpler, and menus seen in the BlizzCon demo in October 2008 were quite similar to looked like a scaled back version of {{iw|quests Diablo II2'squest}} window. This is to It's expected that the final game version will be expected; fancier than the system worked no-frills 2009 version, and it's possible that the very plain 2009 version was functionalsomething put together just for the Blizzcon demo, so why reinvent the wheel? When an [[NPC]] has a quest since it didn't seem able to expand to give there's an exclamation mark (!) over their head, and when hold more than just the quest is received a banner pops up with the specific quest instructionsfew quests available in that demo build.
Once undertakenIn the 2009 build, the main quest was to find [[Alcarnus]], and that quest always showed on top of the pyramid of potential quests can . Below the Alcarnus quest were two two other quests, which were different each game. There seemed to be accessed from a Quest menu that shows all active 4 or 5 possible quests for those two slots. Below those two were four other quests, which were related to/contained within them. This third row of questswere generally the most simple, "Fed-Ex" style of quests. Players had to five stranded NPC soldiers and allows fight off the player to replay [[Lacuni]] that were attacking them, or locate an abandoned wagon and retrieve the various quest dialoguestreasure. All fairly standard RPG stuffThese were simple, but at least there were none of the dreaded, "Go fetch me 8 skins of the desert monster" type quests that RPGs such as [[WoW]] have made so infamous.
<br>==Quests When a character performed an action that changed the state of a quest, such as Story==The [[D3 Team]] is trying to make [[Diablo III]] much more [[story]]-drivenreceiving a clue from an NPC, finding a quest item, or finishing a quest entirely, a little ! icon popped up over the belt interface. They want That let the characters plaeyr know to be individuals and to be important figures in open the world; not just interchangeable errand boysquest window, as they usually were in Diablo II. [[Leonard Boyarsky]] talked where new info about this in an interview in September, 2008the quest would display.[http://www.gamebanshee.com/interviews/diabloiii2That image is seen below.php]
(All of these images were taken from cell phone camera recordings of the game screens, mostly from the PAX convention, hence their low quality.)
[[ImageFile:Wizard_vs_King_LeoricQuest-prompt1.jpg|rightcenter|200pxthumb|thumb400px|[[Wizard]] meeting [[King Leoric]] in [[The Skeleton King]] questQuest notification activated.]]The areas of story and character development will now be in focus, and the team wants the players to feel like they are having an effect on the world, which can also affect the character. They don't want the game to be ''either'' action or RPG, the two can mix. The story elements just need to be more engaging "without interfering with the hack-and-slash gameplay". It's possible for players to opt out if they don't care about it, "but if you do care about it, the story will bring a whole extra level of involvement to the game experience," Boyarsky said. As few as possible quests will be mandatory, and instead having a lots of voluntary quests and random quests if you want to.
 
==Quests as Story==
[[Image:Wizard_vs_King_Leoric.jpg|right|150px|thumb|The [[Wizard]] meets [[King Leoric]].]]
The [[D3 Team]] is trying to make Diablo III much more [[story]]-driven. They want the characters to be individuals and to be important figures in the world; not just interchangeable errand boys, as they usually were in Diablo II. [[Leonard Boyarsky]] talked about this in an interview in September, 2008.[http://www.gamebanshee.com/interviews/diabloiii2.php]
 
::The areas of story and character development will now be in focus, and the team wants the players to feel like they are having an effect on the world, which can also affect the character. They don't want the game to be ''either'' action or RPG, the two can mix. The story elements just need to be more engaging "without interfering with the hack-and-slash gameplay". It's possible for players to opt out if they don't care about it, "but if you do care about it, the story will bring a whole extra level of involvement to the game experience," Boyarsky said. As few as possible quests will be mandatory, and instead having a lots of voluntary quests and random quests if you want to.
The team is 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."
 
Specifics about quests related to the lore/story of the game have not yet been revealed but it was discussed in the [[WWI_2008:_D3_Lore_and_Environmental_Art_Panel|WWI 2008 Lore and Environmental Art Panel]], when a fan asked if there would be quests to obtain special items, such as the [[Horadric Cube]]. The team at the panel said they "look into the story and lore and we want that to drive the gameplay and quests."
==Known Quests will be related to the lore and resonate with the main story, driving gameplay==[[Image: "We don't want to have quests just to get this or thatFollower_interaction." They don't know if jpg|thumb|200px|[[Barbarian]] helping [[followers]] on the Horadric Cube specifically will be [[Escort Mission]] quest.]]All known quests were researched in the game, but since players love it, they work on the story side with game Blizzcon 2008 and item designers to bring gameplay aspects like the Cube 2009 playable demos. Details of these quests may change in "organically." The D2 team never set out to make the Horadric Cube, it came about through the design processfinal game.
<br>Click the quest names to read full articles on each quest with many more details and screenshots.
==Known =Blizzcon 2008 Quests===All these quests were located in [[Image:Follower_interaction.jpg|right|thumb|200px|[[BarbarianTristram]] helping [[followers]] on or the dungeons below the [[Escort Mission]] questruined town.]]The first few quests to be revealed were seen in the base camp at Tristram was quite small and inhabited by only two [[BlizzCon 2008|BlizzConNPCs]] demo in October 2008, neither of whom were merchants. They were simple, straight-forward quests It's expected that could fit neatly into the small dungeon that was enabled in that show build, but they give some idea full town of how quests Tristram will work in be quite a bit larger. (Or this base camp might be where new characters begin the game. Click , and they only reach the following links to read the individual articles about each questfull Tristram after completing these introductory quests.)
* [[Little Girl Lost]]
* [[Escort Mission]]
* [[The Skeleton King]]
 
===Blizzcon 2009 Quests==
All of these quests were located in the deserts of Act 2, somewhere in the mid-section of the act. Characters started out just beyond the walls of [[Caldeum]], and could not return to the city. The designers revealed that this was a special fix just for the demo, since players would have seen a great deal of the game story in Caldeum, and the didn't want to reveal that much of it yet.
 
 
 
* [[The Idol of Rygnar]]
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==Scripted Events==
[[Jay Wilson]] talked about some of the scripted events seen in the BlizzCon demo in an interview in December, 2008.[http://www.1up.com/do/previewPage?pager.offset=2&cId=3172030&p=]
::''We had a lot of [scripted events] in our BlizzCon build. [In one of them, there was] a series of ghosts at an altar who were seeking an object that you'd get to prove your worth. If you did get it, then they would test you by having big powerful monsters attack you -- and if you passed, you got a nice reward. Another one was coming across some fellow adventurers stranded in a dungeon who'd need your help to get out.''
Several of these scripted events will be used in Diablo III. Both as the mandatory quests as well as the optional, random and encounter/adventure type quests.
<br>==Adventures==Adventures are mini-There were even more potential events, quests that don't tie into the overall plot. They're semi-random, and may have valuable rewardsadventures in the 2009 demo build, but don't need to be completed to advance through an Act. The as [[D3 TeamJulian Love]] described them revealed in an interview from the show. [[WWI_2008http:_D3_Design_Fundamentals_Panel|WWI 2008 Design Fundamentals Panel]//www.gameplanet.co.nz/pc/games/156898.Diablo-III/features/133759.20090831.BlizzCon-Diablo-III-devs-discuss-design-decisions-direction-depth-drops/::I think in the demo that we have here, there’s just over 30 different things that can happen in all the spots. They Whether that’s too high or too low will expand be partly based on what feedback we’re going to see from the people that actually got a chance to play it here, and based on what we feel like. We know how we feel about it right now but we want to compare that to what the randomness of Diablo 1 players who have a chance to play feel, and then we’re going to try to look at that again. So this is one big area, what a smaller area or one that’s more linear has is also yet to be determined. But certainly way more things will happen in one playing area than happened in Diablo 2 with intricate event almost anywhere in the game worldII.
==Adventures==
[[Image:NPCs in danger.jpg|right|thumb|200px|[[NPC]]s in need of rescuing from [[Zombie]]s.]]
Wilson said "you could come across a particular area in Adventures are mini-quests, scripted events or semi-random occurrences that aren't necessarily tied to the outdoor world with a variety of possible elements in itoverall plot. One game it could Adventures tend to be a old abandoned house to exploresmall and self-contained, but they're well worth completing, since they are fun, and often pack valuable rewards. Maybe it's infested with crazy The [[undeadD3 Team]] guys, and as you clean it out you learn first described them in 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[[WWI_2008:_D3_Design_Fundamentals_Panel|WWI 2008 Design Fundamentals Panel]]."
::Jay Wilson: Yyou could come across a particular area in the outdoor world with a variety of possible elements in it. One game it could be a old abandoned house to explore. Maybe it's infested with crazy [[undead]] 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."
Every time you go through This concept was seen in action in the gameAct 2 desert at Blizzcon 2009, when some fans had a chance to play through the team want you to experience different thingssame area in multiple games. Randomization will One time a desert region would be used in empty, the next it would have a ruined building with a horde of monsters inside of it, and another it would have a good way mini-quest to make things replayablefind a ruined wagon. The game will be fun concept is to keep coming back add randomization even within the randomized dungeons, and tochange up the play style. [http://www.1up.com/do/previewPage?pager.offset=2&cId=3172030&p=1]
::The biggest goal we have with these is that we want 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 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 that.''
Since that early panel discussion the team has backed off of strictly defining Quests vs. Adventures. vs. Events. They seem to be using the names a bit more elastically now, as evidenced by [[Jay Wilson]]'s reply to a question in a December 2008 [http://www.1up.com/do/previewPage?pager.offset=2&cId=3172030&p=1 interview with 1up.com].
==Class-Specific Quests==
During the game reveal in mid-2008, the D3 Team talked about class-specific quests at the [[WWI_2008:_Denizens_of_Diablo_Panel|Denizens of Diablo panel]].
[[Image:Wizard_in_Tristram.jpg|thumb|right|200px|A [[Wizard]] standing in [[Tristram]] starting area. Could a possible scenario be to help [[Mr. Meat Wagon]] to burn corpses?]]::We''''ll also have various class quests that will be very interesting...there are a lot of Each class will have different kinds views of scenarios; you'd run into people who would need to be escorted or a caravan the story that's been strandedwill play out through conversations. And if you stick around and protect [Bottom line beyond all this is it gives us a way to put the hero at the center of the caravan] for a few minutes from [an attack] that would occur, you'd get a rewardstory. Most of these are fairly optional, where Your hero can drive the player story as opposed to being errand boy. You can decide whether he wants best thing to do them or not. Villages can be cowardly, but you can suggest we try need to reward them well and make them pretty fungo do this, not just me. The biggest goal we have with these is that we want to change what the player is doingI can take control because no one else will. Whenever Puts you can basically take at centre of the core game and make the player play it in a slightly different way, it makes the game a lot action. Makes char have more interesting 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 of a more interesting scenario, because it's different than what you were doing, and that's our main goal with thathero feel.''
This was taken to mean class-specific quests at the time, but in retrospect it seems like nothing more than some class-specific NPC dialogues. Those are known to be in the game; [[Captain Rumford]] showed them with his different remarks to the Barbarian, Wizard, and Witch Doctor at the start of the 2008 Blizzcon demo.
Jay also disclosed that the adventures (or events) are pre-scripted and written just for that area of the dungeon. BasicallyLike Rumford, all the [[D3 Team]] writes, say, 15 possible mini-quests/adventures/events important NPCs have different dialogues for a dungeon area, of which only a few will spawn in any given game. This makes and reactions to the content semi-random; players will see different events in an area each time they play itcharacters, and will need these are planned 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 incorporatedimpactful; ones that would only spawn ever few hundred games, making it possible for players to get surprises months or even years after the gamethey's release. <br>==Class-Specific Quests==Some of the Quests (and adventures?) will be character-specific, offered only re not just {{iw|Gheed Gheed}} sounding worried when he first speaks to characters of a given classNecromancer, 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]]. ::''We'll also have various class quests before proceeding to treat that will be very interesting. Each class will have different views of the story that will play out through conversations. Bottom line beyond all this is it gives us a way 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 cowardly, you can suggest we need to go do this, not just me. I can take control because no one exactly like anyone else will. Puts you at centre of the action. Makes char have more of a hero feel.''
How this sort of thing would work in a party game, where there were characters of different classes playing together, remains to be seen. Perhaps some quests would only appear in single player games, while others would work for mixed parties, with the goals of the quest the same and only the dialogue differing for each class.
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==How Many Quests?==
The [[D3 Team]] has said that D3 will be about the same size as D2, but that it will have many more quests. This total presumably includes the smaller adventures, as well as main plot-driving quests. Jay Wilson commented on this in an August 2008 interview. [http://www.diii.net/n/687810/jay-wilson-from-leipzig-6 Jay Wilson commented on this] in an interview with German site 4players.de in August 2008.
::''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.''
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==Quest Conversations==
When the game debuted at the [[WWI 2008|WWI event]] in June 2008, NPC conversations were portrayed in a special pop up window display which you can see below. This approach was abandoned between the June premiere and [[BlizzCon 2008|BlizzCon]] in October, since the D3 Team felt that it took players out of the flow of the game.
[[Image:Npc-interaction.jpg|center|framethumb|600px|Early concept for NPC dialogue; now removed. The [[Barbarian]] speaks with [[Deckard Cain]].]]