I was hoping this text would teach how to think about quest design: identification and analysis of neat mechanics, interactions, goals etc. Instead it gives cursory overviews of a very narrow vision of quest design in only western medieval themed games. There's so much depth that goes into quest/mission/task design that it struck me as odd that the author zeroed in so specifically on only a single type of "quest" game. The entire time I read this text I thought to myself "Why is the author spending so much time on X or Y. None of this tells me how to design better quests."
I've heard of a couple of the academia people and concepts he spends so much time on and even then I was fairly lost when he got into it. If someone didn't even have that cursory knowledge of Game Design Academia they certainly would not understand what the heck this guy is talking about. Much of the book is spent referencing the ludology vs narratology debate which was barely relevant in 2008 when this book was published.