TEMPLATE - Quest Design Guidelines
Why do I give this quest to the player? Why to they feel motivated to go through with it?
****PROGRESS
Players are motivated by direct or implicit expectations (promises made in dialog, past experiences serving as reference, UI information, genre saviness...)
When the designer knows why the quest exist, they should be able to fill a:
How do I design this quest? - If you have a design problem in your quest, it will be related to one of these: