Quote Originally Posted by Orenji-kun View Post
There are a number of reasons for doing this system as a nonlinear series of quests. First, it would create a tree of options while using all of the mechanics already present in the game, which is really easy for devs to implement and test. Second, it would keep it down to simple choices of which quest and subsequent reward you want at the moment, and even if you check online as most do, new skills and quests can be added at any part of the tree so devs can adjust it as time goes on.
i included the idea of the action log as well, which would act much like achievement log but add new skills to a new tab, which would take less effort, and is better for the devs than my desirable mastery/prof system, the part of adding quests requires some form of story behind it, while a log merely adds things to do thats more or less already there