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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.
==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.
(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.
==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]]
==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.
==Adventures==
[[Image:NPCs in danger.jpg|right|thumb|200px|[[NPC]]s in need of rescuing from [[Zombie]]s.]]
::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."
::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.''
==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]].
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.
==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.''
==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]].]]