Erich wrote:
it was just the fact that the quests have the exact same mechanic:
Adventure in A until non-combat which unlocks B. Continue until quests ends.
On this one we tried to work in a couple of different choices based on the way the two halves of the quest intertwine. This may or may not have been entirely obvious.
Still, the overall point is one I do kind of understand. But in general there's a pretty limited list of quest mechanics that aren't ridiculously complicated. Here's the few I can think of offhand:
1. Defeat X of a monster
2. Collect X of an item that drops/get X different items to drop
3. Hit X number of noncombats
4. Come up with X chips to pay for something
5. Pick the correct choice from an array of choices
6. Riddles
*And the always popular: some combination of the above
Are there others? I'm drawing a blank right now on other options. I don't really use #4 in the game, because it just doesn't seem that interesting as an option. Among the other 5, four of them basically boil down to "keep clicking until it's over". The sixth, riddles, is more challenging up front, but then has zero value in terms of replayability, unless you invent some sort of dynamic riddle, which is getting into the realm of too complex.
One of the quests I most appreciate in Kingdom of Loathing is the level 12 quest, because while it boils down to #1, it has the caveat of "exercise other skills to speed up this process, and choose from what's available." But that's a sprawling, high-level quest, and wouldn't really work well in a smaller scope.
I realize I don't use #5 anywhere yet, but I probably will, and I'm not sure that would satisfy your objection anyway.
I'd love to have some other options. If you've got a suggestion (and I mean anyone, not just Erich--this is a topic I'm actively discussing with the mods right now too) for a non-trivial alternative, I'd take it seriously. But in my experience it's been a lot tricker than it seems.