The point is that what you want is most likely impractical and speaks to a lack of knowledge of development. Most of these quests are solely the work of writers - and while I don't mean this to diminish their work at all, writing is by far the cheapest and simplest form of asset development. Art assets tend to require significantly more overhead and art pipelines are usually slammed all through primary development. Things that seem simple but require new programming have a nasty habit of incurring heavy and unpredictable overhead once they hit debug - I'm sure there are some fun stories we'll never get to hear about the buggy chaos wrought with things like the seemingly very basic point and click "sniping" scenes. A simple quest script and a couple recycled monster assets? Easy to write, easy to prep, easy to test, easy to polish, easy bitesize content to bulk up the game, flesh out the lore, and keep those writers busy doing productive work when other things are jamming up the pipeline. There's really not much more you could get out of them without making it a burden on other development time.