» Sun Mar 06, 2011 5:02 pm
powerful items:
I think its important that at least a few of the rewards be useful for any player even remotely within a reasonable level range for your quest. This may mean uber items, or very weak items that are zero slot, or uber spells, or abilities or once-per-day powers, or scripted items/spells/abilties that aren't uber but are useful in some way that's impossible to get otherwise.
story:
Don't screw up your story. That said, it's not as important as people think: look at Lost Spires, with (what I at least consider to be) an uninspired story. Compare it to, say, Windfall, which (I believe) put a lot more effort in to the story. I find Lost Spires to be significantly better overall. So, make sure you have an story, but a great story is not needed.
ambiance:
This is subtle, but it's one of the things that Lost Spires did right. It use occasional of music and sound effects to heighten and shape the emotional impact of a few discoveries and boss fights really helped.
quest arrows:
If the player understands the quest, and the target isn't someone with an unknown schedule, they don't help, and can allow the player switch his mind off (possibly undesirable). But when the player is uncertain exactly what a quest giver means there's generally fewer in-game ways to resolve that ambiguity than there are in real life, and the quest arrows may be your best hope to figure out what he meant. And if you're supposed to talk to someone who has a complex schedule and frequently deviates from it due to engine bugs/quirks...