Giving players purpose.
WHAT AN OBJECTIVE MUST DO
State what to do Indicate where, sufficiently Explain why it matters
WHAT MAKES A QUEST GOOD
A clear goal An interesting method A consequence that persists
WHAT MAKES ONE POOR
Fetching without reason Killing a quantity Objectives indistinguishable from each other
WHY THOSE PERSIST DESPITE BEING POOR
They are cheap to produce in volume.
WHAT TO DO INSTEAD AT SMALL SCALE
Fewer quests, each designed.
WHAT TRACKING MUST HANDLE
Several active objectives Progress toward each Objectives becoming invalid Order dependencies
WHAT TO AVOID
Losing progress because of the order of actions Objectives that can be made impossible Markers that remove all navigation
WHY THAT LAST POINT
Following a marker is not exploration.
WHAT TO PROVIDE INSTEAD
Directions the player interprets, where the game is about discovery.
WHAT TO STORE
Quest state in a form that survives saving and version changes.
WHY
Broken quest state is among the most common progress-blocking defects.
WHAT TO TEST
Every quest, completed in unusual orders.