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Quest

333 bytes added, 10:32, 30 July 2011
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'''Quest''' is a game term for most RPGs to describe how a character progresses through the story or accomplishes tasks. Quests are missions with varying levels of complicated objectives, normally giving the player [[experience]], [[gold]], [[item]]s or other rewards when completed.
Quests in [[Diablo III]] will be made more in line with the story, and less obtrusive than traditional action RPGs. There are core storyline quests in all acts, plus numerous side quests, random quests, and other smaller adventures to spice up and vary the gameplay experience. * See the [[Quest window]] article for more information about the quests interface window.
===BlizzCon 2010 Quests===
The 2010 BlizzCon demo had very few quests, compared to previous years, and the quests that were there were found in every game; they were not randomized at all, and only the three core storyline quests were ever presenthttp://www. This may be a sign that random quests have been largely removed from the game, or it might just have been a result of the developers removing extraneous material from the demo, to streamline the play under the tight 15diablowiki.net/images/thumb/e/e5/Treasure-hunter3.jpg/180px-Treasure-minute time limit players were allowedhunter3.jpg
The 2010 BlizzCon demo had very few quests, compared to previous years, and the quests that were there were found in every game; they were not randomized at all, and only the three core storyline quests were ever present.
<blue><font color="#FFFFFF">* [[The Torture Chambers of the Mad King]] -- Sounds like the name of a dungeon, but this quest took place in the [[Halls of Agony]].* [[Escort the Weapon Maker]] -- Very short escort mission.* [[Queen Alyssa's Servants]] -- The only proper quest in the 2010 demo.
Jay Wilson: We are still discussing whether or not we would like to include class-specific quests in the game mainly because of the simple fact that it may not really fit in with the fast-paced play-style known to the Diablo series. While this is definitely something we would like to consider, we just haven't agreed on how just yet.
However, we would like to do something in regards to character specificity. We are looking into having different dialogues and experiences for the same quest or interaction for each of the classes. Each character will react differently and have different responses for different scenarios. For example, the Barbarian may do or say one thing in response to what an NPC has to say, whereas a Witch Doctor will treat the encounter in a complete opposite manner.</blue>