I've noticed that with the best effort EVER to get a quest off, it is very hard to actually do it. Here is my first part in some amount of sequence for Perils in questing... here goes
Graphics are a pain in the ass. While making things look nice, its hard to make things look like you want them to. This may be time consuming, but well worth the effort. Its a problem, however, because I'm only 1/2 done with me overworld, and i'm TIRED of making it look good.
Puzzles separate the good quests from the best quests, and I'm speaking about micropuzzles (those within one room) vs. macropuzzles (multi-room). It may be easy to make one room with some tricky push blocks, or triggers, etc, but to really encorporate pit warps tied into puzzles, and stairs.. omg.. why can't we all just get along? no wait.. its a peril I really hate
Sequence of events tend to destroy openness, and in the recent produced Zelda games, thats all there is anymore. (For instance, MM's every little detail was a sequence, down to each specific mask..) In ZQ, making events is on the impossible side, but I've seen it done magnificently. Ugg.. such a bitch sometimes.
Expansion betas are the devil. Plain and simple. I would like to just have v1.84 forever, because it didn't have all of the bells and whistles and obsolescense that new quests have. I've heard that I can't play some b152 quests in b180 because of compatibility, etc, and after moving J:R into b180, my undercomboes have dissapeared. This makes questing very difficult. Bug fixing is only number two however. Its the prospect that there are new features being added that everyone doesn't have the ability to utilize.
that's all for now boys and girls...
