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Quest

722 bytes added, 18:30, 9 November 2008
Quests as Story
There will also be quests related to the lore/story of the game, though they're not about to give out any specifics yet. This 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 way the process works is we look into the story and lore and we want that to drive the gameplay and quests. Even if I knew for sure, which I don't, we wouldn't be divulging specific details yet. There will be quests related to lore. That's what we want our quests to be this time. We don't want to have quests just to get this or that. We want it to resonate with main story. So things like Horadric cube we don't know specifically, but we know everyone loves that type of thing we work on story side with game and item designers and that stuff comes bout organically. That's how it came about in D2 also, they didn't set out to make the cube, it just came about through the game design process.
 
==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. The interface and menus seen in the Blizzcon demo in October 2008 were quite similar to Diablo II's, though. 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 ! 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.
==Adventures==