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Quest

3,451 bytes added, 07:49, 27 January 2010
Blizzcon 2009 Quests
Quest names are tentative, and may change in the final game.
 
===High Level Quests?===
 
The Diablo 3 team has brought up quests as one way to solve the [[end game]] problems, where characters wind up just "running" the same bosses over and over again. The team hopes to allow/require more variety in gameplay by offering a variety of quests in the late game, giving players more viable activities to engage in. Julian Love addressed this question in an October 2009 interview. [http://www.diablo-source.com/index.php?cmd=article&sec=news&act=view&id=354]
 
::'''''DS:''' 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.
::'''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'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 we call - well, we have a 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's like a socket that we can fill with just about anything that we want. It could be empty ground with a bunch of monsters on it, it could be a giant canyon that a really elaborate scripted event happens, it could turn into a caravan walking across the desert that you have an escort quest on. The point being is that this hole in the earth can randomly, at any time become something totally different. It could even be a doorway to a whole new dungeon that you've never seen before. So, the fact that the world is able to change things up and actually deliver different events, stories and quests is what's really going to make the game a lot more replayable at the both the low and high ends.
 
 
===How Many Quests?===
 
The team has not given any absolute number for how many quests will be in the game. It's probably an unanswerable question, since they'll be adding more all during the development process, and even then it's debatable what exactly is a quest. Many of the mini-missions and [[sub-scenes]] are quest-like events, but might not actually have an entry in the quest menu.
 
Julian Love was asked about this at Blizzcon 2009. [http://www.gameplanet.co.nz/pc/games/156898.Diablo-III/features/133759.20090831.BlizzCon-Diablo-III-devs-discuss-design-decisions-direction-depth-drops/]
 
::'''''GamePlanet:''' Will there be a maximum nubmer of quests?
::'''Julian Love:''' Probably, but it's undetermined at this point. I think in the demo that we have here, there's just over 30 different things that can happen in all the spots. Whether that's too high or too low will 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 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 II.
==Quest Interface==