# Quests

## **Quest Missions Layout**

The objective of a quest system = Having a sense of direction of what needs to get done next gives players focus and motivation, and helps create momentum. Momentum creates the incentive for players to continue questing.

To give players a sense of direction and motivation, it’s essential to:

1. Create an inspiring, immersive quest story experience that feels extensive, is built cohesively, and is easy to get.
2. Clearly define all elements, from vendor types and personalities to quest items and the locations where those items can be found.&#x20;
3. Clearly define the value of the quest item input and output (see below).
4. Clearly define when you can enter a particular quest. This can be defined by defining quest items, defining which classes can enter specific quests, your XP level, etc
   1. At the moment, everyone can enter every quest.
5. Clearly define what happens with the quest item when you fail to achieve a quest.

Multiple vendors and vendor clusters (extensive experience) with different storylines (cohesion) offer relatively easy-to-understand quests.&#x20;

The overarching challenge is always to get to the extraction point in time. Next, the challenge is completing the quest marker to complete the challenge. And lastly, the player won’t be the only one there; the playfield raises the difficulty level.

Simplified formula: Start selected quest mission (Q) -> reach quest marker (M) -> Extract (E) within time.&#x20;

## **Quest framework**

The story of the quest depends on vendor demands (VD). The vendor demands depend on the vendor type (VT). The type of demand is bound to a specific area (A).&#x20;

* Simple example: Vendor 1 demands item type X found in area Z. Return with item type X to continue to the next quest mission.
* Simple example: Vendor 2 demands three kills in area Y. Return after completing to continue to the next quest mission.

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**Value input/output**
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The value of quest input and output can be defined in many ways. Simplified: more challenging quests = higher rewards. On the output, it could be like this:

1. The value of VD (for example, item, kill, etc.) is directly exchangeable for MIRA. Define the value of the quest based on the rarity item, the task's difficulty, etc. Quest has a set reward value.
2. The value of VD is part of a set; only the complete set is exchangeable for MIRA—higher rewards for completing set quests.
   1. “Find scroll I in quest A, find scroll II in quest B, find scroll III in quest C” = get access to… / get rewarded MIRA / get rewarded special item / etc.
   2. “Kill MPC boss Quest 1 and boss Quest 2” = get a higher reward. Unlock/complete Quest 1 before continuing.
3. The value of VD enables new quests to complete. No direct value of VD apart from unlocking a new quest / a new item / etc.


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