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TERA's David Noonan on building smart quests

Jef Reahard

Quests are such an integral part of current-gen MMORPG gameplay that players sometimes take them for granted. Collecting this or killing that is so ingrained in the gamer psyche that it's easy to overlook the work that goes into making a good quest (or the potential impact that unique quests have on the play experience).

TERA lead writer David Noonan has been thinking a lot about quests, and he recently shared a bit of insight with GameZone regarding how the team of writers at En Masse Entertainment is building better quests. Much of the team's effort goes toward ensuring the quality (and relevancy) of a given quest regardless of when a player chooses to accept it. Quests that capture a player's interest before (or after) a villain or boss fight are the ultimate goal.

"That's what we call a smart quest: a quest that's designed with an awareness of its emotional, storytelling, and world-building surroundings... When you see a smart quest... it's because someone thought through all the narrative, emotional, and gameplay implications beforehand," Noonan explains.

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