I like the fact that quests break.
No, really. I'm not talking about the Tingalf quest, as I don't know how it breaks, and I'm definately not talking about the imp's crystal thingie bug. What I say is, that I like it, if quests *can* break.
Everybody seems to expect, that everything they touch turns into gold, that everything they begin will result in a perfect ending. Yet that is not how the world works.
Quests shouldn't break illogically, granted. But I think they should be able to break under certain circumstances. The one being a conscious decision not to finish a certain quest, for whatever reason (like the kill Maria quest), the other one being a transparent reaction to what I, as the player, did. If I have to do a certain thing within two days, and spent those two days in the brothel of Verdistis, the quest should break. If I have to deliver a letter, and I toss it into the fire, the quest should break, etc.
That is why I think that quest should break. It makes the world more believable in a way that it is a *world*, and not a playground for the player. That is also why I was disappointed, when Lar said, that all quests will be unbreakable in Riftrunner.


"In jedem Winkel der Welt verborgen ein Paradies"