Could you provide an example of something in the game you think runs counter to the advice in that book? Your post complains both about bad UI (granted) and about quest design without any specifics.
Sorry it took a while, we're here testing the game in multiplayer concurrently for the first time.
I specifically said that I like the quests so far (I got to
the fight with the owl bear
with my other profile), but I have grievances with the UI design and semantics, as well as with some game mechanics.
Besides the, in my opinion, really hard to use character creation, I also, for example, feel like the spell selection is really hard to use and lots of stuff feels "hidden".
D:OS2 had it's own problems, but it was much more "in your face" and "direct" when it came to usability. Here in this game I often feel really lost in the UI.
And when it comes to game mechanics: the "resting" thing is really breaking the flow for me. I think a hero can do much more than 1 fight per day before having to rest, except when he's already > 70 years old and drunk all the time.
"Smoothness over complexity" should be the main focus for the next sprint.