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Quest

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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 of quest are the "adventures" which are semi-random and tied to locations in the game.
 
 
==Quest Interface==
[[Image:Q-the-skeleton-king1.jpg|frame|New quest display.]]
How quests will be presented to the player is still under construction, since the game is nowhere near finished, but the interface and menus seen in the BlizzCon demo in October 2008 were quite similar to Diablo II's. This is to be expected; the system worked and was functional, so why reinvent the wheel? When an [[NPC]] has a quest to give there's an exclamation mark (!) over their head, and when the quest is received a banner pops up with the specific quest instructions.
 
Once undertaken, quests can be accessed from a Quest menu that shows all active quests, and allows the player to replay the various quest dialogues. All fairly standard RPG stuff.
::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.
==Quest InterfaceAdventures==[[Image:QAdventures are mini-quests that don't tie into theoverall plot. They're semi-skeleton-king1.jpg|frame|New quest display.]]How quests will random, and may have valuable rewards, but don't need to be presented completed to the player is still under construction, since the game is nowhere near finishedadvance through an Act. The interface and menus seen [[D3 Team]] described them in the Blizzcon demo in October [[WWI_2008:_D3_Design_Fundamentals_Panel|WWI 2008 were quite similar to Diablo II's, thoughDesign Fundamentals Panel]]. This is to be expected; They will expand the system worked randomness of Diablo 1 and was functional, so why reinvent the wheel? When an NPC has a quest to give there's an ! over their head, and when the quest is received a banner pops up Diablo 2 with intricate event almost anywhere in the specific quest instructionsgame world.  
Once undertaken, quests can Wilson said "you could come across a particular area in the outdoor world with a variety of possible elements in it. One game it could be accessed from a Quest menu that shows all active questsold abandoned house to explore. Maybe it's infested with crazy [[undead]] guys, and allows as you clean it out you learn the player 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 replay the various quest dialoguesnearest town. Another game you might find a boss monster there. All fairly standard RPG stuffOr you might just get random monsters."
==Adventures==Adventures are mini-quests that don't tie into Every time you go through the overall plot. They're semi-randomgame, and may have valuable rewards, but don't need the team want you to experience different things. Randomization will be completed used in a good way to advance through an actmake things replayable. The D3 Team described them in the [[WWI_2008:_D3_Design_Fundamentals_Panel|WWI 2008 Design Fundamentals Panel]]game will be fun to keep coming back to.
::Adventures are an expansion on a lot of the randomness from D1 and D2. They allow us to place a scripted event almost anywhere in game world. You 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 idea is that every time you go through the game we want you to see something different. We want to provide randomization everywhere, to make things so replayable. To make it fun to keep coming back to.
[[Image:NPCs in danger.jpg|right|thumb|200px|[[NPC]]s in need of rescuing from [[Zombie]]s.]]
 
Since that early panel discussion the team has backed off of strictly defining Quests vs. Adventures. vs. Events. They seem to be using the names a bit more elastically now, as evidenced by Jay Wilson's reply to a question in a December 2008 [http://www.1up.com/do/previewPage?pager.offset=2&cId=3172030&p=1 interview with 1up.com].
Jay also disclosed that the adventures (or events) are pre-scripted and written just for that area of the dungeon. Basically, the [[D3 Team]] writes, say, 15 possible mini-quests/adventures/events for a dungeon area, of which only a few will spawn in any given game. This makes the content semi-random; players will see different events in an area each time they play it, and will need to play a given area many times to see every possible event in it. And since the team can add in more such events during patches, the content can be perpetually refreshed. It's also possible that rare events might be incorporated; ones that would only spawn ever few hundred games, making it possible for players to get surprises months or even years after the game's release.
 
==Class-Specific Quests==
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