Giving out a level when finishing a quest would be tricky. Gaining a level at 41 is worth more experience than gaining a level at 40. Doing quests in Conan is a great way to level, though. If you play a quest that takes a lot of effort to finish, you will be richly rewarded in experience (not to mention the goodies you get).
Forums, 22nd August 2005 (Attila)
In my mind, I think they key is to provide the player with different kinds of gameplay, so that he/she can play the game the way he/she wants. If you enjoy exploring, that should somehow be rewarded. A lot of what you want is already covered by choosing class/archetype
Forums, 6th September 2005 (Attila)
I think its a good thing to have quests of different length and scope. The long, epic adventures are always important, but so is the shorter quests. A small and simple quest is great when you log in for one hour, and really want to accomplish something in such a short amount of time. Still, there's no reason to make shorter quests boring. They should just be compact adventures.
Forums, 7th September 2005 (Attila)
I like the notion of randomly stumbling upon quests when traveling through the world. One problem is that this kind of quests would force us create content that a lot of player will never see. Just as Mjoellnir says, the technical aspect is not a problem – time is. It’s a matter of choosing between creating content that most people will experience, and content that only part of the game population will play through. As soon as it becomes random, a lot of the content created will remain undiscovered by many players.
Forums, 21st September 2005 (Attila)
Quests will be special because of:
- the well known, deep and story driven universe they are placed within.
- a focus on a life-spanning ‘destiny quest’ involving the main story and your characters.
- more focus on diversity, story and quality than pumping out a massive quantity of similar (slay ‘N’ ‘monsters’). (But there will be monster kill quests, delivery quests as well, though!)”
PC.Gamezone, 22nd September 2005 (Gaute Godager)
The quests in Age of Conan have been part of the world design from the start. They tie into what actually is going on in the different regions, and lets the players play an important role in the conflicts of Hyboria.
Forums, 9th December 2005 (Attila)
If you make a quest too vague and obscure, people WILL use guides on fansites to solve them. And that is not fun. We're trying to put the challenge in other aspects than spending time on figuring out what the quest designer thought when he wrote the quest.
Forums, 9th December 2005 (Attila)
They [editor: players] pick up quests by talking to NPCs, finding areas, killing monsters, solving puzzles and in many other ways.
Ogaming, 20th January 2006 (Gaute Godager)
Questing will always be worth it in Conan. Depending on the length and difficulty of the quest, you will get the same amount of experience as if you would have spent your time grinding instead - plus the experience you get from the mobs you kill in the quest, of course. Not to talk about the rewards you get...
Forums, 3rd January 2006 (Attila)
The dialogs in Age of Conan are branched, so that you often can choose how you want to approach an NPC - do you want to be nice, rude or try to trick him? NPC's won't treat you differently if you've been rude to someone else, but they might change their attitude towards you if you have failed a task given by someone they care about. We'll have all sorts of quests in Conan. A big chunk of our time has been spent on deep, immersive and epic quests that tell the tales of the world, putting the players in the focus of the storyline and the action. At the moment we're ramping up the production of smaller quests. But we put a lot of effort into these small adventures as well, because our goal is that all our quests should have well written, interesting stories and exciting gameplay. However, that doesn't mean that everything must be epic or very dramatic.
Forums, 3rd January 2006 (Attila)