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[[Image:Q-little-girl-ghost.jpg|thumb|300px|right|A [[Wizard]] completes the [[Little Girl Lost]] quest.]]
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'''Quests''' lead the story and progression of Diablo 3.  
'''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.
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==What Are Quests?==
  
 +
Quests are the meat of Diablo's plot, story, and progression. They must be followed to progress. In Diablo II Lord of Destruction there were many quests that contributed significantly to character building, but unfortunately this iconic feature has been removed in Diablo III for unknown reasons.
  
==Diablo III Quests==
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==How Quests Work==
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.
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 +
Quests are triggered and continued by following the instructions below the minimap on the side of the screen. When completed, they provide experiance and gold (only), which is a big change from how the Diablo II quest system worked. In addition, all quests ''must'' be completed, one after another in the order they are given. There is no way to fail a quest in Diablo III. It is possible to have a high level character "carry" you through content, until you reach level caps. It is even possible to [[powerlevel]] through the content.
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 +
[[Waypoints]] and [[Checkpoints]] are unlocked based on quest progress.
  
<br>
 
 
==Quest Interface==
 
==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.
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[[Image:Q-the-skeleton-king1.jpg|thumb|125px|Blizzcon 2008 display.]]
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[[File:Quest-window2.jpg|left|thumb|150px|Blizzcon 2009 display.]]
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 +
The final quest interface was modified from the blizzcon versions. The final version consists of a small description of the task to accomplish, and a journel entry for whatever class the player is using. A very easy way to check what is needed to be done on a quest is to look to the right of the screen, which has the instructions on how to progress in the quest.
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 +
==List of Quests==
  
<br>
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Below are all the quests in [[Diablo III]].
==Quests as Story==
 
The [[D3 Team]] is trying to make [[Diablo III]] much more [[story]]-driven. They want the characters to be individuals and to be important figures in the world; not just interchangeable errand boys, as they usually were in Diablo II. [[Leonard Boyarsky]] talked about this in an interview in September, 2008.[http://www.gamebanshee.com/interviews/diabloiii2.php]
 
  
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===Events===
  
[[Image:Wizard_vs_King_Leoric.jpg|right|200px|thumb|[[Wizard]] meeting [[King Leoric]] in [[The Skeleton King]] quest.]]
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[[Events]] are mini quests that build off, but are not directly connected to (usually) the main quests.
The areas of story and character development will now be in focus, and the team wants the players to feel like they are having an effect on the world, which can also affect the character. They don't want the game to be ''either'' action or RPG, the two can mix. The story elements just need to be more engaging "without interfering with the hack-and-slash gameplay". It's possible for players to opt out if they don't care about it, "but if you do care about it, the story will bring a whole extra level of involvement to the game experience," Boyarsky said. As few as possible quests will be mandatory, and instead having a lots of voluntary quests and random quests if you want to.
 
  
  
The team is also "doing a lot with scripted sequences and books that you can read in the game, but once again, you can completely avoid these things if they don't interest you."
 
  
  
Specifics about quests related to the lore/story of the game have not yet been revealed but it was discussed in the [[WWI_2008:_D3_Lore_and_Environmental_Art_Panel|WWI 2008 Lore and Environmental Art Panel]], when a fan asked if there would be quests to obtain special items, such as the [[Horadric Cube]]. The team at the panel said they "look into the story and lore and we want that to drive the gameplay and quests."
 
  
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===Act I Quests===
  
Quests will be related to the lore and resonate with the main story, driving gameplay: "We don't want to have quests just to get this or that." They don't know if the Horadric Cube specifically will be in the game, but since players love it, they work on the story side with game and item designers to bring gameplay aspects like the Cube in "organically." The D2 team never set out to make the Horadric Cube, it came about through the design process.
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[[Act I]] has 10 quests.
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The following quests are in Act I:
  
<br>
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* [[The Fallen Star]]
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* [[The Legacy of Cain]]
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* [[A Shattered Crown]]
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* [[Reign of the Black King]]
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* [[Sword of the Stranger]]
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* [[The Broken Blade]]
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* [[The Doom in Wortham]]
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* [[Trailing the Coven]]
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* [[Imprisoned Angel]]
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* [[Return to New Tristram]]
  
==Known Quests==
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The [[Return to New Tristram]] is manditory for doing the [[Infernal Machine]] event.
[[Image:Follower_interaction.jpg|right|thumb|200px|[[Barbarian]] helping [[followers]] on the [[Escort Mission]] quest.]]
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The first few quests to be revealed were seen in the [[BlizzCon 2008|BlizzCon]] demo in October 2008. They were simple, straight-forward quests that could fit neatly into the small dungeon that was enabled in that show build, but they give some idea of how quests will work in the game. Click the following links to read the individual articles about each quest.
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===Act II Quests===
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[[Act II]] has 10 quests.
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The folling quest are in Act II:
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* [[Shadows in the Desert]]
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* [[The Road to Alcarnus]]
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* [[City of Blood]]
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* [[A Royal Audience]]
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* [[Unexpected Allies]]
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* [[Betrayer of the Horadrim]]
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* [[Blood and Sand]]
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* [[The Black Soulstone (quest)|The Black Soulstone]]
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* [[The Scouring of Caldeum]]
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* [[The Lord of Lies (quest)|The Lord of Lies]]
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===Act III Quests===
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[[Act III]] has less quests than the other acts, with only 7.
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The following quests are in Act III:
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* [[The Siege of Bastion's Keep]]
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* [[Turning the Tide]]
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* [[The Breached Keep]]
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* [[Tremors in the Stone]]
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* [[Machines of War]]
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* [[Siegebreaker]]
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* [[Heart of Sin]]
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===Act IV Quests===
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[[Act IV]], like [[diablo II]]'s {{iw|Act_IV Act 4}}, is the smallest act in Diablo III, with a grand total of 4 quests.  
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The following quests are in Act IV:
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* [[Fall of the High Heavens]]
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* [[The Light of Hope]]
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* [[Beneath the Spire]]
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* [[The Prime Evil]]
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==Events==
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[[Events]] are small sub-quests that have a random chance to spawn in an area. They can appear accross every act besides [[Act IV]]. Typically, they consist of completing a task for an npc, such as the [[Matriarch's Bones]] event or the [[Forged in Battle]] event.
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==Quest Development==
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[[Image:Q-the-skeleton-king1.jpg|thumb|125px|Blizzcon 2008 display.]]
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[[File:Quest-window2.jpg|left|thumb|150px|Blizzcon 2009 display.]]
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<blue><font color="#FFFFFF"><b>Atomic Gamer:</b> Is there anything specifically from Diablo II that the team felt needed improvement and wanted to tweak for Diablo III?</font><br>
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<b>Kevin Martens: </b>The questing and story. I think we’ve added way more quests, more variety of quests. We’ve randomized the quests, and have these sort of quests that are self contained. For example, if you enter a dungeon in Diablo III, there might be somebody standing at the entrance, like a treasure hunter, saying, “Hey, I heard stories about The Idol of Rygnar is hidden somewhere in this dungeon. Help me find it and you can share in the reward.” Then you go through the dungeon and protect this guy. Then you’ll find the idol and you’ll get the reward.
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People will turn on you…you’re never quite sure what is going to happen. We’re adding all those random elements all over the world. There is way more quest content overall than Diablo II, period. Also, I think we wanted to do a much better job on the storytelling aspects, not just the cinematics, which are fantastic, but also in the storytelling itself, like more twists and turns, more interesting quests, more variety of experiences. That’s what we spent a lot of time on, and making the co-op nature of it better as well.</blue>
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This was one of the first statements blizzard made on behalf of quests in diablo III. As you can see, blizzard was origionally intending to make quests diverse, interesting, and much improved to diablo 2.
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===Blizzcons===
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At [[Blizzcon 2008]], a couple of quests were playable. They were:
  
 
* [[Little Girl Lost]]
 
* [[Little Girl Lost]]
* [[Escort Mission]]
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* [[Escort Mission]] (not actual name, the real one was never stated)
 
* [[The Skeleton King]]
 
* [[The Skeleton King]]
  
<br>
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All were featured in Tristram/ nearby dungeons. Quest rewards were small items (random boots and the like). Only the skeleton king quest appeared in the final game.
==Scripted Events==
 
[[Image:Mon-thousand-summon2.jpg|thumb|right|250px|[[Thousand Pounder]] being summoned.]]
 
[[Jay Wilson]] talked about some of the scripted events seen in the BlizzCon demo in an interview in December, 2008.[http://www.1up.com/do/previewPage?pager.offset=2&cId=3172030&p=]
 
 
 
::''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.
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At [[Blizzcon 2009]], many more quests than the last year were avaible, based in the deserts in [[Act 2]]. They were:
  
<br>
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* [[Find Alcarnus]]*
==Adventures==
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* [[Blood Money]]
Adventures are mini-quests that don't tie into the overall plot. They're semi-random, and may have valuable rewards, but don't need to be completed to advance through an Act. The [[D3 Team]] described them in the [[WWI_2008:_D3_Design_Fundamentals_Panel|WWI 2008 Design Fundamentals Panel]]. They will expand the randomness of Diablo 1 and Diablo 2 with intricate event almost anywhere in the game world.
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* [[Stranded]]
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* [[The Lost Girl]]
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* [[Alesar's Pendant]]
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* [[The Collapsing Tomb]]*
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* [[The Lost Wagon]]
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* [[The Necromancer's Book]]
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* [[A Miner's Gold]]*
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* [[The Idol of Rygnar]]*
  
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Some of these quests appeared in some form or another in the final game (*'s). Rewards were items and experiance.
  
[[Image:NPCs in danger.jpg|right|thumb|200px|[[NPC]]s in need of rescuing from [[Zombie]]s.]]
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A couple small quests appeared at [[Blizzcon 2010]]. They were:
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 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."
 
  
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* [[The Torture Chambers of the Mad King]]
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* [[Escort the Weapon Maker]]
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* [[Queen Alyssa's Servants]]
  
Every time you go through the game, the team want you to experience different things. Randomization will be used in a good way to make things replayable. The game will be fun to keep coming back to.
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All 3 of these quests appeared in the final game, although the first mention was expanded upon as the [[Imprisoned Angel]] quest.
  
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===Early Stances===
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<blue><font color="#FFFFFF">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. </font><br>
 +
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.
  
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].
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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.</font></blue>
  
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This was somewhat implamented in the final game, but not to a great extent.
  
[[Image:Wizard_in_Tristram.jpg|thumb|right|200px|A [[Wizard]] standing in [[Tristram]] starting area. Could a possible scenario be to help [[Mr. Meat Wagon]] to burn corpses?]]
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<blue>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.</blue>
::''''...there are a lot of different kinds of scenarios; you'd run into people who would need to be escorted or a caravan that's been stranded. And if you stick around and protect [the caravan] for a few minutes from [an attack] that would occur, you'd get a reward. Most of these are fairly optional, where the player can decide whether he wants to do them or not, but we try to reward them well and make them pretty fun. The biggest goal we have with these is that we want to change what the player is doing. Whenever you can basically take the core game and make the player play it in a slightly different way, it makes the game a lot more interesting and keeps it from being tedious. You go from "I'm killing monsters aimlessly" to "I'm now killing monsters to protect this thing." That's easily a more interesting scenario, because it's different than what you were doing, and that's our main goal with that.''
 
  
 +
This did appear in the final game in the form of events. However, the main story is completely static.
  
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.
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====Randomized Quests====
 +
<blue><font color="#FFFFFF">DF: Will there be class specific quests in the game? If so, can you explain how they would work?</font><br>
 +
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.  
  
<br>
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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>
==Class-Specific Quests==
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<blue><font color="#FFFFFF">Can you tell us anymore about the class-specific quest system in the game?</font><br>
Some of the Quests (and adventures?) will be character-specific, offered only to characters of a given class, or else customized in some particular way for your character's specific class. This was covered in the [[WWI_2008:_Denizens_of_Diablo_Panel|WWI 2008 Denizens of Diablo panel]].
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Jay Wilson: Not a a lot but I can tell you we do intend to do some class quests and mostly what we want to do is give [[story]] arcs to the characters. We don't want them to be kind of nameless...I think we've reached a point where we are trying to build a universe and a universe is filled with characters. And so a lot of what we want to do with the class quests is support that idea to build characters.
  
::''We'll also have various class quests that will be very interesting. Each class will have different views of the story that will play out through conversations. Bottom line beyond all this is it gives us a way to put the hero at the center of the story. Your hero can drive the story as opposed to being errand boy. You can decide best thing to do. Villages can be cowardly, you can suggest we need to go do this, not just me. I can take control because no one else will. Puts you at centre of the action. Makes char have more of a hero feel.''
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<font color="#FFFFFF">: So when you start the game will the different classes begin in the same  place or will you start at some sort of origin level to setup your character?</font><br>
 +
Jay Wilson: Originally we wanted to do an origin - we wanted to actually have the characters start in their own location but it was a monumental cost for us to do it so we decided that we would have everyone start in the same place. We do try to set the characters up though. We have a little event early on that's going to try to setup where the characters come from and what their mindset is.</blue>
  
How this sort of thing would work in a party game, where there were characters of different classes playing together, remains to be seen. Perhaps some quests would only appear in single player games, while others would work for mixed parties, with the goals of the quest the same and only the dialogue differing for each class.
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Blizzard has not yet added class specific quests in Diablo III.
  
<br>
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===Summary===
==How Many Quests?==
 
The [[D3 Team]] has said that D3 will be about the same size as D2, but that it will have many more quests. This total presumably includes the smaller adventures, as well as main plot-driving quests. [http://www.diii.net/n/687810/jay-wilson-from-leipzig-6 Jay Wilson commented on this] in an interview with German site 4players.de.
 
  
::''We believe Diablo 2 was a very good size, even with the number of quests. In any case, more than in Diablo 2, Diablo 3 will have more quests and many of them have a much stronger tie to the game. Compare this to Diablo 2, where quests generally came in 6 per Act, but in Diablo 3 we have no quest limit. So we can continue to insert as many quests as we like, until we feel that we've got a good amount and there aren't too many. We want to concentrate on quests that are really fun and contribute to the game. If I have to come up with a number, I'd say there's probably twice as many quests, but I wouldn't nail it down like that. It could still be more or less at this point.''
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Long story short, blizzard appears to have had goals for making quests more interesting but ended up scrapping most of it, and now we have what we do today.
  
<br>
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===Quests in the Expansion===
==Quest Conversations==
 
[[Image:Injured_villager_talks_to_Wizard.jpg|right|thumb|150px|[[Wizard]] talks to [[Injured Villager]], who starts [[The Skeleton King]] quest.]]
 
[[NPC]] conversations in Diablo III are shown in the normal game screen. The camera merely zooms in a bit. The conversation is ended and the screen returns to normal if you click anywhere outside of the dialogue tree, or press the space bar or Esc key.
 
  
When the game debuted at the [[WWI 2008|WWI event]] in June 2008, NPC conversations were portrayed in a special pop up window display which you can see below. This approach was abandoned between the June premiere and [[BlizzCon 2008|BlizzCon]] in October, since the D3 Team felt that it took players out of the flow of the game.  
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No changes to quests have been made so far in the expansion [[Reaper of Souls]].
  
[[Image:Npc-interaction.jpg|center|frame|Early concept for NPC dialogue; now removed. The [[Barbarian]] speaks with [[Deckard Cain]].]]
 
  
  
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{{Quest_navbox|act_I}}
  
 
[[category:quests]]
 
[[category:quests]]
 
[[category:basics]]
 
[[category:basics]]
[[category:Game terms]]
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[[Category:Featured articles]]
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[[stub:it requires pictures of the modern quest interface]]

Latest revision as of 09:51, 13 March 2020

Quests lead the story and progression of Diablo 3.

What Are Quests?[edit | edit source]

Quests are the meat of Diablo's plot, story, and progression. They must be followed to progress. In Diablo II Lord of Destruction there were many quests that contributed significantly to character building, but unfortunately this iconic feature has been removed in Diablo III for unknown reasons.

How Quests Work[edit | edit source]

Quests are triggered and continued by following the instructions below the minimap on the side of the screen. When completed, they provide experiance and gold (only), which is a big change from how the Diablo II quest system worked. In addition, all quests must be completed, one after another in the order they are given. There is no way to fail a quest in Diablo III. It is possible to have a high level character "carry" you through content, until you reach level caps. It is even possible to powerlevel through the content.

Waypoints and Checkpoints are unlocked based on quest progress.

Quest Interface[edit | edit source]

Blizzcon 2008 display.
Blizzcon 2009 display.

The final quest interface was modified from the blizzcon versions. The final version consists of a small description of the task to accomplish, and a journel entry for whatever class the player is using. A very easy way to check what is needed to be done on a quest is to look to the right of the screen, which has the instructions on how to progress in the quest.

List of Quests[edit | edit source]

Below are all the quests in Diablo III.

Events[edit | edit source]

Events are mini quests that build off, but are not directly connected to (usually) the main quests.



Act I Quests[edit | edit source]

Act I has 10 quests. The following quests are in Act I:

The Return to New Tristram is manditory for doing the Infernal Machine event.

Act II Quests[edit | edit source]

Act II has 10 quests. The folling quest are in Act II:

Act III Quests[edit | edit source]

Act III has less quests than the other acts, with only 7. The following quests are in Act III:

Act IV Quests[edit | edit source]

Act IV, like diablo II's Act 4, is the smallest act in Diablo III, with a grand total of 4 quests. The following quests are in Act IV:

Events[edit | edit source]

Events are small sub-quests that have a random chance to spawn in an area. They can appear accross every act besides Act IV. Typically, they consist of completing a task for an npc, such as the Matriarch's Bones event or the Forged in Battle event.

Quest Development[edit | edit source]

Blizzcon 2008 display.
Blizzcon 2009 display.
Atomic Gamer: Is there anything specifically from Diablo II that the team felt needed improvement and wanted to tweak for Diablo III?

Kevin Martens: The questing and story. I think we’ve added way more quests, more variety of quests. We’ve randomized the quests, and have these sort of quests that are self contained. For example, if you enter a dungeon in Diablo III, there might be somebody standing at the entrance, like a treasure hunter, saying, “Hey, I heard stories about The Idol of Rygnar is hidden somewhere in this dungeon. Help me find it and you can share in the reward.” Then you go through the dungeon and protect this guy. Then you’ll find the idol and you’ll get the reward.

People will turn on you…you’re never quite sure what is going to happen. We’re adding all those random elements all over the world. There is way more quest content overall than Diablo II, period. Also, I think we wanted to do a much better job on the storytelling aspects, not just the cinematics, which are fantastic, but also in the storytelling itself, like more twists and turns, more interesting quests, more variety of experiences. That’s what we spent a lot of time on, and making the co-op nature of it better as well.

This was one of the first statements blizzard made on behalf of quests in diablo III. As you can see, blizzard was origionally intending to make quests diverse, interesting, and much improved to diablo 2.

Blizzcons[edit | edit source]

At Blizzcon 2008, a couple of quests were playable. They were:

All were featured in Tristram/ nearby dungeons. Quest rewards were small items (random boots and the like). Only the skeleton king quest appeared in the final game.

At Blizzcon 2009, many more quests than the last year were avaible, based in the deserts in Act 2. They were:

Some of these quests appeared in some form or another in the final game (*'s). Rewards were items and experiance.

A couple small quests appeared at Blizzcon 2010. They were:

All 3 of these quests appeared in the final game, although the first mention was expanded upon as the Imprisoned Angel quest.

Early Stances[edit | edit source]

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.

This was somewhat implamented in the final game, but not to a great extent.

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.

This did appear in the final game in the form of events. However, the main story is completely static.

Randomized Quests[edit | edit source]

DF: Will there be class specific quests in the game? If so, can you explain how they would work?

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.
Can you tell us anymore about the class-specific quest system in the game?

Jay Wilson: Not a a lot but I can tell you we do intend to do some class quests and mostly what we want to do is give [[story]] arcs to the characters. We don't want them to be kind of nameless...I think we've reached a point where we are trying to build a universe and a universe is filled with characters. And so a lot of what we want to do with the class quests is support that idea to build characters.

: So when you start the game will the different classes begin in the same place or will you start at some sort of origin level to setup your character?

Jay Wilson: Originally we wanted to do an origin - we wanted to actually have the characters start in their own location but it was a monumental cost for us to do it so we decided that we would have everyone start in the same place. We do try to set the characters up though. We have a little event early on that's going to try to setup where the characters come from and what their mindset is.

Blizzard has not yet added class specific quests in Diablo III.

Summary[edit | edit source]

Long story short, blizzard appears to have had goals for making quests more interesting but ended up scrapping most of it, and now we have what we do today.

Quests in the Expansion[edit | edit source]

No changes to quests have been made so far in the expansion Reaper of Souls.


stub:it requires pictures of the modern quest interface