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Carl2291 said:


Its the main problem with the modern WRPG. A whole bunch of quests are the exact same with a different location, even then the locations are extremely similar. They are filler to make the game have more content, though that content is very poor.

One of the reasons Im uber excited for Pillars of Eternity. A game that is being done with one eye on the old infinity engine RPG games where every quest had an interesting character, cool rewards or actual character building, immersive story development.

From returning a teddybear to the spirit of a little girl to busting a slave ring to even simply discovering a hidden crypt in a city... You will always find interesting characters. The likes of Skyrim could learn a thing or two.

It really is a problem many WRPGs share.  Perhaps they're too unwilling to break tradition.

It reminds me of how the writer of the lore of Kingdoms of Amalur said that the game writer/director probably tried to squeeze too much content into that first title.  All of that wasn't meant to fit into one game.  It wasn't necessary to the narrative.  It's like if Tolkien had tried to squeeze all of The Silmarillion into The Hobbit.  It would have been horribly boring.

I definitely agree that I'd take fewer overall quests of high quality over tons of filler quests any day of the week.  It's not like we're talking about MMOs where you're looking for EXP anywhere you can find it.  I'd think leveling up would be much easier to manage, as well.  Using Amalur as an example again, I was completely overpowered from all the quests I'd completed. 

Something between the highly linear nature of many JRPGs (which I like) and the quest overkill of many WRPGs sounds nifty.  I'm tired of undertaking a quest from an important person in Skyrim that goes nowhere except me selling another Iron Sword of Shocking to a merchant.  At least flag it as a one step quest so I'll know I can safely skip it.