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==Quest Design and Theory== [[Leonard Boyarsky]] is the main story guy on the [[D3 Team]] and while he isn't the only person who makes up quests, he heads up that department in the development of Diablo 3. Leonard was asked how quests are designed in an October 2009 interview. [http://hellforge.gameriot.com/blogs/Hellforge/Diablo-III-The-Lore-of-the-World-An-Interview-with-Leonard-Boyarsky/page1] ::'''''Hellforge:''' How do you come up with ideas for the creation of quests in Diablo III. Do you start with simple quest concepts and build around them with storyline elements or...?::'''Leonard Boyarsky: '''It goes both ways. What we do, the way we start off, is that we first create the storyline of the game and then we kind of iterate on that a lot as well as once we start building the game and putting quests in we refine those. Our artists, our level designers, everybody might have ideas about quests that would be more like simple adventure concepts or simple quest concepts that you’re talking about. And then we’ll put lore into them. Sometimes, we just have lore and we say to the level guys or some the gameplay guys, “Hey, how best do you think we can show this?” So it really goes both ways, any which way. ::There’s been times when we really wanted to hit certain points and it wasn’t really working because you know, it was too complex for the way the game is working or the way the story is rolling out so you know it’s really just an iterative process like the other stuff we do. ===Randomization?=== While the main quests in each act will not be random, most of the smaller quests will be. Diablo 3 quests will not be totally random; there is writing and design involved in creating them; but most areas of the game will have more quests than can occur each game. There may be 6 quests that can possibly appear in one section, of which 3 or 4 will appear each game. In this way players will see different combinations of events each time they play through the game. There may also be rarer quests, ones that appear very seldom, giving a special surprise to players who luck into them. [[Leonard Boyarsky]] elaborated on how random quests will be integrated in an October 2009 interview. [http://hellforge.gameriot.com/blogs/Hellforge/Diablo-III-The-Lore-of-the-World-An-Interview-with-Leonard-Boyarsky/page1] :: 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. ===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]