â€œAsk me what a good quest is, and Iâ€™ll come back to Stand By Me,â€ laughs Sage. â€œ'Do you want to see a dead body?' Thatâ€™s a great quest. When weâ€™re putting quests together, we get together in a room, and we look at an area, and we work out what the story is for that area. At the end of the day, a quest is a story: I want at the end of this quest to save this town from a werewolf invasion. On top of that, we put choices â€“ you head into town to fight the werewolves, and then, hey, there are these people barricaded in a church. Do you want to help them out, knowing that, if you do, something else wonâ€™t be available to you?
"We spend a lot of time trying to work out how to give the player interesting choices like that. Iâ€™m okay with people being frustrated with not seeing the cool thing, as long as the thing they did was still cool. When both things are cool, people have bought into the experience. Itâ€™s when they donâ€™t care weâ€™ve lost them.â€
And the key to not losing players? Donâ€™t get too bogged down in lore, and remember to keep it personal. â€œWhen we talk to the content teams about building quests, Iâ€™ll say, â€œItâ€™s great to be the hero of the world, but itâ€™s better to be a hero in someone elseâ€™s eyes,â€ says Sage. â€œIf your NPC says, â€œWhat you did for me was remarkable,â€ and you see the effect it has on them and that area, then you can go and add in the lore. You create a great quest, and the lore starts to come in naturally and works as this rich backdrop. What you should be concerned with is whatâ€™s happening now, though: you have to channel the lore through the personal stuff.â€