felipepepe
Codex's Heretic
Dragon Age: Inquisition was unanimously bashed for its "single player MMO" quest design, complete with repeatable "fetch 5 fangs" quests you could keep doing to farm reputation, just like the worst parts of World of Warcraft.
Now, those type of boring fetch quests are commonly associated to MMOs - and anyone who played them know why. I still remember The Barrens, where I spent days doing nothing but carrying packages and hunting all sorts of animals - killing 20 raptors for one goddamn claw.
Still, this isn't exactly new nor exclusive to MMOs. Chrono Trigger, for example, had the Hunting Grounds, where you would also repeatedly kill animals for fangs, feathers and claws - but it wasn't tied to a quest. You just gather them as resources, then trade them for better equipment. In theory, this is the same as Inquisition's or WoW's daily quests - to something repeatedly in exchange for equipment.
Similarly, Daggerfall is infamous for the Fighter's Guild quests, Fallout 2 would send you to hunt & skin Geckos and Baldur's Gate 1 is filled with fetch quests. You can even go back to Akalabeth - one of the very first CRPGs ever was nothing more than a series of "Kill monster X" quests, one after another. But they didn't have a questlog openly stating that. It was an adventure, not "Kill Balrog - 0/1".
The worst of side-quests: follow the arrow, kill/collect everything and return.
Another factor is that now you KNOW when a side-quest is a side-quest. Many modern RPGs even put them in a separate questlog tab. Playing Grimoire made me think a lot about that. Adventures appeared before me and I pursued them, never knowing how important or how far they'll go. A missing girl may be important, a magical flying ship may not. This makes everything feel like a true adventure, not a dull side-quest.
So, what truly makes modern side-quests so terrible? The over-use of "kill X/gather Y" design? The questlog reducing what should've been an adventure to simple mechanical actions? The fact that you know they're side-quests that add nothing to the main story?
DISCUSS!
Now, those type of boring fetch quests are commonly associated to MMOs - and anyone who played them know why. I still remember The Barrens, where I spent days doing nothing but carrying packages and hunting all sorts of animals - killing 20 raptors for one goddamn claw.
Still, this isn't exactly new nor exclusive to MMOs. Chrono Trigger, for example, had the Hunting Grounds, where you would also repeatedly kill animals for fangs, feathers and claws - but it wasn't tied to a quest. You just gather them as resources, then trade them for better equipment. In theory, this is the same as Inquisition's or WoW's daily quests - to something repeatedly in exchange for equipment.
Similarly, Daggerfall is infamous for the Fighter's Guild quests, Fallout 2 would send you to hunt & skin Geckos and Baldur's Gate 1 is filled with fetch quests. You can even go back to Akalabeth - one of the very first CRPGs ever was nothing more than a series of "Kill monster X" quests, one after another. But they didn't have a questlog openly stating that. It was an adventure, not "Kill Balrog - 0/1".
The worst of side-quests: follow the arrow, kill/collect everything and return.
Another factor is that now you KNOW when a side-quest is a side-quest. Many modern RPGs even put them in a separate questlog tab. Playing Grimoire made me think a lot about that. Adventures appeared before me and I pursued them, never knowing how important or how far they'll go. A missing girl may be important, a magical flying ship may not. This makes everything feel like a true adventure, not a dull side-quest.
So, what truly makes modern side-quests so terrible? The over-use of "kill X/gather Y" design? The questlog reducing what should've been an adventure to simple mechanical actions? The fact that you know they're side-quests that add nothing to the main story?
DISCUSS!