In a broad sense, freedom.
Let me post something I wrote up in another thread. It's more about stronger overworld enemies and more complex quests, but I think most of the concepts still apply.
The quests in this game are designed to be quick mindless task burns. They aren't engaging or memorable. Just busy work to fill in the grind.
Now, I'm not saying we would get rid of them, they have their place, but the stronger enemy areas would be suited for quests that require more thought, planning, patience, coordination, and overall involvement. This modern gofer quest style just isn't very fun. I liked when quests asked for you to pay attention, gave you the freedom to approach a problem in your own way. Do I sneak through the long path, or do I gather a band of high level heroes to guide me through the short path? Should I buy this key, steal it from the demons lair, or take it from his dead body? That was fun. The reward was the actual engagement you had with the world and overcoming the tasks set before you by your own ability as someone who can think and make decisions. The material reward of a quest was almost unimportant because you wanted to do the quest for the sake of the adventure. I want to be engaged by the actual game. Not the carrot on a stick and promise of more of the same but with a brighter glow. I want to play because the game itself is engaging. The world itself is a fascinating and dangerous place to explore, the people you meet can be your closest allies at a moments notice. Make my world alive! Make it fun to be there!
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