| Corey said: For WRPG's to make sidequests feel relevent they have to tie them in with the main story and make them feel like they matter. For example, Fallout New vegas did this excellently with a very in depth epilogue which made you want to do the extra quests to get the best endings for the characters and factions you meet along the way. |
The best part indeed about New Vegas was the fact that lots of sidequest (Even though they may look simple) did influence the ending. Not doing certain sidequests also led to a different ending. What an awesome game.
OP: I feel like you about the collectibles. There's a game I love which has the good and the bad part about collectibles: Alan Wake. Mind you, the manuscript pages are a good collectible that you actually pursuit in order to understand more and totally fits the mood of the story.
Then there are those one hundred coffee termoses... hum...







