@mae said in Quests for classes:
But it just seems strange having quests in a sandbox game in general, where everything is expected to be player-driven
I like how Eve Online did it.
They wrote the plot but didn't write how it ends. They allow the players to determine how a story will end.
example was a capital ship was in 0.0 (complete lawless space) and entered into low security (they have guards but not many). This character destroyed a station and was in the process of escaping. The developers mentioned you can try to stop the ship or try to help it escape.
Some players went to assist/defend the capital ship to help it get away while others tried to destroy it.
in the end the capital ship made the escape. I'm not sure what happened after that but that's how you can have a story, quest in a sandbox but not script the ending so that the players can decide it.