Quests are a popular topic of study in many academic fields. However, literature has not settled on the elements in a quest, much less a specific definition or even debate between two or three definitions. The purpose of this paper is to take a preliminary quest definition from our previous work, and revise it to be more broadly applicable. To inform the revision, we analyze quests from a few published games. Then, we propose a few modifications to the definition which allows it to more fully explain some design patterns in games. Finally, we evaluate our definition against other definitions proposed in past research.