| b00moscone said: XC's quests weren't only fetch quests, there were story quests, timed quests and others, of which are not all fetch quests. I haven't played the game myself but I can say that there were quests where you had to defeat certain monsters, plus, XC and XCX aren't relying on quests, in-case you didn't know, each have their own story, and how you play will most likely be based on that. |
As someone who has done virtually all of the quests in Xenoblade Chronicles, its pretty easy to see that they fall into a two main categories. There are the filler quests and the bigger quests. While a lot of those in both categories do make you "fetch" things, I think the two main subsets of quests are all present (Fetch and Kill) with the addition of "Explore" quests. However, while the filler quests tend to not really do much interesting with these and they exist more as something to get experience with, the bigger quests are...well, bigger. They often have a large focus in world building, requiring interactions with multiple NPCs and sometimes some decently interesting morality decisions. They also have effects on the world, causing characters to become different people.
While the actual design of these quests aren't always the most interesting, I think the way that they have you interact with the world does make them memorable and enjoyable and they do a very good job at making otherwise unimportant NPCs memorable.
There were also variants on the kill quest where you were hunting unique monsters which could be interesting, and a lot of the Exploration, whether or not you got a quest for it, was very enjoyable and the secret areas were always enjoyable to find.
XCX can do a lot to improve on the quest system, but Xenoblade's quest system was far from bad and it was pretty much always easy to differentiate between the important quests and the filler quests (also, the fact that you didn't actually have to turn in most quests did a lot to decrease the tedium).







