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Quest

1,678 bytes added, 05:14, 28 January 2010
Quest Interface
==Quest Interface==
[[Image:Q-the-skeleton-king1.jpg|leftright|thumb|Blizzcon 2008 display.]]
[[File:Quest-window2.jpg|thumb|Blizzcon 2009 display.]]
The quest interface remains under development, 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 visible screen. In 2009 the interface was far simpler, and looked like a scaled back version of {{iw|quests Diablo 2's quest}} window. It's expected that the final game version will be fancier than the no-frills 2009 version, and it's possible that the very plain 2009 version was something put together just for the Blizzcon demo, since it didn't seem able to expand to hold more than just the few quests available in that demo build.
When a character performed an action that changed the state of a quest, such as receiving a clue from an NPC, finding a quest item, or finishing a quest entirely, a little ! icon popped up over the belt interface. That let the plaeyr know to open the quest window, where new info about the quest would display. That image is seen below.
(All of these images were taken from cell phone camera recordings of the game screens, mostly from the PAX convention, hence their low quality[[File:Quest-prompt1.)jpg|thumb|350px|Quest notification activated.]]
[[File:Quest-prompt1(All of these images were taken from cell phone camera recordings of the game screens, mostly from the 2009 PAX convention, hence their low quality.jpg|center|thumb|400px|Quest notification activated.]])
 
===New Tools===
 
There are a variety of improvements to the quest aspect of the [[User Interface]] in Diablo 3. Besides the basic quest window, there's an audio player-style interface that pops up on the side of the screen when a character has an NPC speech to listen to. This gives players the ability to listen to longer NPC dialogues, or to "read" ancient tomes and other objects that relate the game [[story]] without having to stand still for the duration of the audio.
 
[[Leonard Boyarsky]] elaborated on this in an October 2009 interview. [http://hellforge.gameriot.com/blogs/Hellforge/Diablo-III-The-Lore-of-the-World-An-Interview-with-Leonard-Boyarsky/page1]
 
::The lore book that we’ve been putting in has been really popular. People like the ability to hear background stuff while they run around killing things as opposed to having to stop to read. So, we’re pretty surprised by that because people generally split into two different kinds of classes: the people who care about the lore and the people who could care less, but we’re finding that with the lore books that people have really responded to them. I’m assuming that’s because the audio portion of it where they don’t have to stop and sit and read it doesn’t cut into the action, basically.
 
Like, we put in some background of Leoric, his journal and Lachdanan who are characters that you’ve heard about and didn’t really meet in their human forms in the first Diablo, so you get to hear their voices and their stories from their point of view. It’s just that I think people are really kind of interested in that especially if they’ve played the games all the way from the first one.
==Quests as Story==