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Quest givers that task the player with killing an enemy or specific number of enemies.
Non-linear level design where the player is able to freely traverse the game world and choose where and when to visit certain areas in the game.
Objectives that aren't required in order to win a scenario or mission. Completing optional objectives may, however, grant the player benefits such as items, shortcuts or additional assistance.
Public quests are area-specific, ongoing quests that are automatically assigned to each player that enters the area. All players are automatically working on completing that same quest (if they choose to do so).
Quest tracking is a common theme in RPGs and open-world adventure games, whereby the game monitors, records, and occasionally directs the player as to his next mission.
The act of taking on an in-game task; most often, these are provided to the player by an NPC. MMOs and RPGs are the primary users of this concept.
Quests that aren't necessary for game completion. They typically offer side-stories or specific rewards.
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