deskpro2k3 said:
I understand your frustration with some of the side quests in Rebirth, but I think you're overlooking their broader purpose and the way they contribute to the game’s overall experience. First, let's address the claim that these side quests don't add depth. While escorting a dog or fixing a pipe might not seem riveting at first glance, these tasks contribute to the world-building and help create a sense of place and community within the game. They show the everyday lives of the people you're fighting to protect, making the stakes feel more personal and grounded. Comparing this to Mass Effect 2/3 or Spider-Man 2 overlooks the fact that Final Fantasy VII has always balanced epic storytelling with more mundane moments. This balance is part of what makes the world feel real and lived-in. Not every task in real life is a grand adventure, and the same goes for immersive storytelling in RPGs. The side quests in Rebirth also serve as a means for character growth and development. They provide opportunities to explore interactions that aren't possible within the constraints of the main story. Even if some side quests seem trivial, they often lead to deeper understanding of the characters and the world they inhabit. Furthermore, the comparison to the Hobbit movies is a bit of a stretch. While the Hobbit movies were criticized for padding, Rebirth expands on its original material in meaningful ways. This isn't just about stretching content; it's about enriching and reimagining a beloved classic for a new audience, offering both nostalgia and fresh experiences. As for the argument about boring fetch quests, it's important to remember that RPGs cater to a wide range of players. Some enjoy the minutiae of these tasks, finding them a relaxing break from the high-stakes drama of the main plot. Plus, these quests often come with rewards that enhance gameplay, making them worthwhile in the long run. Finally, while not every side quest might resonate with you, the diversity of tasks ensures there's something for everyone. Final Fantasy VII Rebirth offers a sprawling, detailed world that's meant to be explored at your own pace. Rushing through just to hit the main story points might mean missing out on the game's subtler charms and rewards. |
You could make that argument to defend literally any sidequest involving an NPC in any game. All of them are going to show the lives of everyday people in the world. The problem is, they are boring, and not unique, and really don't make this fictional world interesting. I can find plenty of examples in the real world of a kid needing money from their parents but being too proud to ask. This in no way makes me more motivated to save the world. I mean, I already know the world had people in it living lives, the only way that's going to make me more engaged is if those people are likeable. World building only works when it makes the world more interesting. If anything, I kind of want Sephiroth to destroy the planet just so Kyrie could die.
That is specifically why I used the examples I did. Because those games have sidequests that don't just tell you things about random people, but make you care about them. Don't know if you've played the games and I'm going to avoid spoilers, but the little blue rose of illium sidequest does a wonderful job of adding human... or errrrrr... Krogan stakes to the war you're fighting. It also helps learn more about the races involved in the game and how they interact. Plus, you actually care about the NPCs involved. Howard's sidequest in Spider-man tells a little about the life of a citizen in that fictional world, and again makes you care about that character. Not only that, but it's a touching little story with its own self contained engaging narrative.
And even the FFVII remakes can do this. For example, I'm playing through the Costa Del Sol part of the game right now, and it's a blast. It's not technically a sidequest, but it isn't really necessary to the story. And, this part does everything you say it does. Builds the world, gives the characters a chance to interact in different contexts. And, it also introduces some different gameplay mechanics. Regina is a fun character and the Queen's blood tournmant was another really fun diversion. That kind of stuff is what was sorely lacking from FFXII and XIII, which is where I gave up on the mainline games.
So, they definitely do know how to do sidequests in a way that can be fun and engaging. But, once you get off the beaten path to the community board stuff or Chadley's stuff, it's just boring repetitive tasks with what seems like minimal effort put into crafting the scenario. Again, I'm still relatively early into the game, but so far not one of them has been the least bit interesting. And that was an issue I had with the first one as well. I'll be chugging along with the main story thinking the game is great, then hit a wall, and have no fun for a few hours.
It really feels like they made the main quest (which already includes lots of diversions), and then realized they didn't have enough. So, you have to activate towers, look for random brickabrack around the world map, fix pipes, and escort dogs. So, I think the Hobbit comparison is quite apt. Sure there is some stuff that enhances the original work, which I think you could fairly say about the Hobbit too, but there's also a ton of low effort stuff that seems to be there just to justify selling three full priced games.
Last edited by JWeinCom - on 30 May 2024