An element that can be found in all RPGs are quests.
Quests are the place in the game where story and mechanics meet. They are a great way to add meaning to mechanics, as well as provide base for interaction for the game’s narrative. There are multiple ways to approach quest design. On one end you have strictly linear storylines (often found in jRPGs), on the other you have non-linear scattered collections of stories (mostly found in open-world RPGs like Fallout: New Vegas).
Elemental Enigma aims to exists somewhere in between these extremes. There will be one story, with multiple branches. Each quest is designed to provide multiple approaches to solving it, as well as emphasising player build choices, so that depending how the player develops their avatar, each quest might play slightly (or significantly) differently.
While quests have been in computer role playing games since their inception, the idea of a quest log has taken time to appear. Quest HUD trackers are an even later development. Although Elemental Enigma is to be an old-school game at heart, it is being built with all the modern developments in mind. There will be many mysteries to be solved, but “what was I supposed to be doing” will not be one of them.
There is much more to say about quest design in Elemental Enigma. Future updates will feature more in-depth information.