It's not that much work. They have a professional writer from Random House Publishing on the payroll. The way to make them not seem repeating is something I pioneered in WoM. You make three or four quests that are identical in the first screen. Each quest has a different outcome from the 4 choices given, so you never know for sure which outcome you will get. Now the quest is function on risk/reward instead of rinse/repeat. They used this in the rat killing quest for one example.
The quests we have now are basically the same ones from WoM with a little bit of polish. I would guess that as soon as their writer is done with the UI, Hiergamemnon, and tooltips, we will see new quest content. But I doubt that they have any text adventures planned. The writer is likely unaware of the possibilities in the quest xml.
The ones from King Arthur and Space Rangers 2, which is what I assume many people are thinking of, feel much less formulaic than this sounds. I'm sure they involved quite a bit of work, if only to write them to be actually *interesting*, rather than just filling out a template.
1)Different character traits could unlock different dialogue options, so there have to be checks at various points. More checks=more interesting, but takes more time.
2)They involved things like challenging puzzles, mazes, codes, etc. Those take a bit of thinking to write well.
I'm not saying you're wrong. But I get the impression to really do these *well*, you kind of have to hit the ground running with it as a concept from the get go. It's the difference between dialogue choices in something like Planescape, and dialogue choices in something like Skyrim. If it were trivial to have rich dialogue trees, every game would have them.
Would love to see it though, either at release or in an expansion. The quests in the game at present dont hold a candle to something like King Arthur. I think they should even be the mechanism by which you recruit champions.