For those coming from the alpha test (in which case I must remind you of our non-disclosure agreement), and for those with general concerns, I wanted to break down quest-system structures into a series of key points of debate, largely to keep discussion from breaking down merely into two sides.

Feel free to suggest additional points. I'll add them here if I they haven't already been covered in some combination of the existing points.

- Quest density (number of quests within a vicinity, and the amount of 'free time' between quests)
- Quests' connectivity
- Menial-ness of tasks
- Quests with unique systems
- Level of instruction in quests (tools directing the player)
- The roles quests fulfill within the telling of a story (as applies to an MMO)
- The level of traditional (SP) RPG storytelling possible in an MMO
- Methods of directing the above ^
- The deployment of quests within leveling
- Systems of quest-finding and pickup (first getting a quest)


As much as I'd prefer to stay clear of exact game examples, I realize these are valuable. But I do ask that you try to envision your own scenarios as well.