Oh! And one other thing. These quests wouldn't be built in a vacuum. Each would need to be tested and compared with each other. We wouldn't want one to be a lot easier/harder than the others. This is a problem that has occured in the past for reasons that I fully understand. It's hard to guage the time needed to figure out clues, find drops and understand what needs to be done. As designers we know the answers, so it's harder to know how long figuring things out takes. Tuning that many long quests against each other is a massive undertaking. We had guidelines last time, and we all tried to follow them, but that wasn't enough to keep the effort required for each close enough.

So even after all the building and testing is done by the individual designers, there would be more time needed to balance the tasks.