Thanks for the update. Good to know progress is being made although we don't see that much going on here.
Not much going on?! What?
I was referring to the other 11 months

I know that's unfair, but I was worried a bit since for a long time there was just the occasional bit of writing, and the news that the concept artist jumped ship. The recent updates are all great news.
What made you single out these 4 tenets for now? I guess there is more in the way of tenets / goals one could formulate?
Two reasons:
There are factions you can join in Cyclopean, which would lead you to lengthy quest series. When these quests are laid out in a row, they tend to follow a
Do this, do that, do this pattern which is very boring and mechanical. I need to break that up.
The game requires self-motivation. You are, unfortunately, not a demi-god, nor are you destined to save the world, nor is there an ancient prophecy considering you personally. You're not even a farmer. That means the inexperienced player could find herself wandering around, searching for floating exclamation points and declaring
There's nothing to do! I want mechanisms in place that goose the player with things to do. This also adds to the illusion of an interactive, not just reactive, world where others talk to you instead of just standing in one place waiting for someone to ask for work.
Maybe its interesting to discuss these a bit more, if you like.
The first tenet describes quests for a specific purpose:
> seed quests: low-level quest leads player to new area or new NPC
The next two are about specific ways of introducing quests:
> daisy chains: new quest begins where old one ends, ie. steal statuette from judge's house -> find letter on desk in bedroom
> "accidental" entry into plot: player overhears conversation, accused of eavesdropping; player ambushed by thugs in case of mistaken identity, etc. (thanks to Vince for this one)
The last one describes a specific design goal regarding quest structure and reward system.
> multiple levels of achievement: quest has several goals, each of which is worth some portion of the maximum possible reward. Player can bungle the mission, but still get something for his efforts and move the plot forward instead of a binary success/failure model.
All three categories are important, but could have more useful entries, a few suggestions:
Purposes:
- mood quests. Main purpose to set or improve atmosphere or to flesh out the setting. Disconnected from plot.
- red herrings. Assuming a main motivation is to uncover mythos secrets, occasional false tracks may serve to mix things up and convey that not EVERY dark corner hides a deep one.
- Story quests (self evident). Advance the story and present the player with the main choices resulting in plot branches
- Optional story quests. Similar to mood quests, but tied to the main plotlines thematically although with no or small consequences down the line.
Introducing quests:
- Quest hubs: your generic quest hotspot or hub. Here maybe your faction quarters, the arcane library, or a specific shady NPC. Place from which multiple quest starts, possibly many that can be done in random order.
- Timed entry. Obvious situational changes that are triggered by conditional timers or quest events that will strongly motivate player to investigate. E.g. you find your faction quarters burned down. You witness a shootout in front of the local bank. You return to town and it burns. A woman screams and you just see something dark and BIG slip into the sewers... etc.
- Well hidden. Quests that begin from well hidden leads, as rewards for thorough / smart players. Note in the riddle chest. A lead in a real encrypted message, a subtle hint in a dialogue tree or ingame book.
Quest design:
- branch and converge: Quests that branch for a while, e.g. accomodating different player skills, providing different experiences, but no downstream consequences.
- plot change: Quest turns out to be something completely different than the quest hook indicated: You are sent to meet a contact, but on the way fall into the sewers and have to get out again.
- betrayal: Do NPC's lie and double-cross in non-obvious ways?
- Loose ends. Quests seem to open lines of investigation into the Mythos but are dead-ends (unanswered riddles have a strong draw for many)
- Long term tasks. Quests that carry on in parallell to the main quest for a long time. Classic examples are collection quests, where you find parts of the "set" throughout the game.
Maybe it would be interesting to hear which of these you consider, or specifically dislike. Or what else would be specifically fitting / interesting in a Lovecraft themed game.