WHEN DO YOU HAVE TOO MANY SIDE QUESTS?
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To enhance the characters' stories is fine. But their raison d'ĂȘtre should never be optional.
author=Kaempfer
If you look at Morrowind, Caius Cosades straight up TELLS you "GO DO SIDEQUESTS FOR AWHILE" and you actually need to go and do sidequests before you can progress (although there are ways around this, like there are ways around everything Morrowind). In Oblivion you're told "go to X place and meet Y", but you're free to blunder about on your own. The main quest encourages you to close Oblivion gates, its biggest sidequests. It wants you out there, exploring. Skyrim, on the other hand, has story missions like "LET'S RUSH TO THIS POINT AND FIGHT A DRAGON OMG RIGHT NOW" and then you are free to fuck off and loot 9012 tombs. The story missions are almost all structured this way- time is of the essence, let's get to it right now!- which is totally opposing to the meat of the game. In my opinion, the faction related quests (which are almost as in depth as the main story is) are better structured for the reason people play Elder Scrolls. If you have sidequests, they need to compliment your game's style.
I enjoyed reading this. More and more reasons come up as to why, while Skyrim is certainly impressive and fun in its own right, Morrowind is hands down more magical and memorable, even with horrible things like crashes, cliff racers, and inferior graphics/mechanics.
I like my "side quests" to be more like the result of natural play. It's kind of odd to be a specific thing on a specific mission, but then some old lady lost her cat in some village. If the game is supposed to be *that* open world and sandboxy, I guess that's forgivable.
I don't think a character's whole raison d'ĂȘtre should be in a side quest. Extra bits to enhance their story is fine but certainly not the main meat of their story.
*I already posted this but the post isn't showing up? It made a page 2 but harmonic's the first post here and Liberty's the last post of pg1. I doubt it was deleted or anything since it didn't contain any rule-breakings. *shrug
*I already posted this but the post isn't showing up? It made a page 2 but harmonic's the first post here and Liberty's the last post of pg1. I doubt it was deleted or anything since it didn't contain any rule-breakings. *shrug
I really dislike sidequests in general, but if there have to be some then I'd prefer:
1) They aren't "marked" as sidequests, they just happen.
2) You can never "collect" them. If you have one, you follow that story to the end before starting a new one.
3) They are all unique and don't feel like sidequests.
If there are only boring sidequests, then there should never be a limit to how many you can have. Because it just makes backtracking even more tedious. I mean it's time to reinvent these. Why not make a "fetch all sidequests in town" button where you just automatically get those 20 sidequests without having to talk to every NPC. A lot of otherwise wasted time saved like that.
But really, don't do those.
1) They aren't "marked" as sidequests, they just happen.
2) You can never "collect" them. If you have one, you follow that story to the end before starting a new one.
3) They are all unique and don't feel like sidequests.
If there are only boring sidequests, then there should never be a limit to how many you can have. Because it just makes backtracking even more tedious. I mean it's time to reinvent these. Why not make a "fetch all sidequests in town" button where you just automatically get those 20 sidequests without having to talk to every NPC. A lot of otherwise wasted time saved like that.
But really, don't do those.
Sidequests are only annoying when the game reminds you that you're on one. As Rya said. They're the most fun when you get a reward that's
1) Worth the trouble
2) Unique
3) Fun
and if it fleshes out the world through characters you meet, factoids about the world that are relayed to you, or a change in the story or a subset of it that is brought about by your actions, then all the better. That's what a sidequest should be.
1) Worth the trouble
2) Unique
3) Fun
and if it fleshes out the world through characters you meet, factoids about the world that are relayed to you, or a change in the story or a subset of it that is brought about by your actions, then all the better. That's what a sidequest should be.
















