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Wireframe example for Quest Journal
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Quest Journal

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Design the quest journal screen players open from the game menu to track what they’re doing next. It should show active quests and completed quests as distinct groups, with each quest carrying a short description and a clear checkbox-style completion marker.

This is a game-world screen, so it should feel like part of the HUD or an in-world log rather than a generic task list. Use visual cues that fit the game’s tone: a traveler’s notebook, mission ledger, guild record, or similar framing that still reads fast during play.

Players need to scan it mid-session, not study it. Prioritize a strong hierarchy between current objectives, finished work, and the details inside each quest entry so the list stays readable when it gets long.

Make the completed state satisfying but quiet. The journal should let players confirm progress at a glance, then move back into play without friction or confusion about what still matters.

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Use one visual treatment for active quests and a clearly different one for completed quests, but keep the same entry layout so players can compare them instantly.

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