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Forums - Gaming Discussion - Repetitive side quests or shorter games?

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Repetitive side quests > shorter game.

Embrace the grinde (I actually usually enjoy grinding).



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JRPGfan said:

Repetitive side quests > shorter game.

Embrace the grinde (I actually usually enjoy grinding).

In World of Warcraft, I actually liked straight up grinding over some of the more crappy fetch quests.



Shorter games.



i for one loved the order 1886. short but always satisfying.



Gut tells me shorter games: The merit should be in the gameplay and its replay or staying value.

However: Some side quests in games like Dark Souls and Xenoblade are phenomenal.

In general: Most games should make less, unless its a solid story or minigame that can be replayed



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Shorter games with little to no filler? Sounds like indie games to me. AAA these days are beautiful open world affairs with eight hours of interesting content mired amid anywhere from four to twenty hours of filler crap and "replay missions for that perfect score."



pokoko said:
Wright said:

I don't mind filler quests as long as they don't get in the way (forced to play them or otherwise you lag behind the enemy level). Quests overall could use some refinement, though. Considering the amount of terrible filler quests Fable 3 had, there was that D&D one that was utterly brilliant, and I wondered why more quests couldn't be like that.

Personally, I have a very hard time making myself skip quests.  I know that doesn't apply to everyone, though, and it's hardly the developer's fault.  So, yeah, if you aren't really penalized by skipping them then there shouldn't be a problem--but most games give a lot of exp for quests, so by skipping them, you kind of are being hurt, at least in games where exp opens up new skills.  In Dead Island, for example, you want to get Sam's final Stomp skill as soon as possible because it's so damn good, which means you want exp.

Personally, I'd like less blatant filler quests, even if it does mean a slightly shorter game.  Instead, I'd prefer if the filler quests the game does have are better in quality.  Using Dead Island as an example once again, I've done two separate quests where I have to go get insulin for someone and another where I have to go get an inhaler.  That's kind of annoying.  I'd rather they cut one of those out and make one insulin quest that's really good.  

Also, multiple filler quests that you get at the same time, which are in roughly the same area, aren't nearly as bad as quests that make you back-track.


Actually, I think I could write a good quest about fetching insulin in Dead Island. Make it so that the person who you're fetching it for has a supply somewhere, then when you find that supply, you find that it's empty. You investigate, and you discover that some person has stolen it, so you go searching for the person. The thief turns out to be a kid that needs the insulin. He might not die without it, but it certainly wouldn't be good for him. You then have to make a choice. Make him return the insulin, and finish the quest, thus getting the reward (which should be rather good to make this choice more difficult) or let the kid keep it but miss out on the reward. It might not fit perfectly in the world of Dead Island, but in a game that doesn't take itself too seriously at most times, something like that might seriously impact you. Imagine if you chose the "make him return the insulin" option, and later on in the game you hear about a boy with diabetes dying from lack of medication? Or if you chose the "let the kid keep it" and you later find out he's actually a bad person that goes around stealing medication from around the island. Not to applaud myself, but I think that'd actually be pretty darn cool.



Teeqoz said:
pokoko said:

Personally, I have a very hard time making myself skip quests.  I know that doesn't apply to everyone, though, and it's hardly the developer's fault.  So, yeah, if you aren't really penalized by skipping them then there shouldn't be a problem--but most games give a lot of exp for quests, so by skipping them, you kind of are being hurt, at least in games where exp opens up new skills.  In Dead Island, for example, you want to get Sam's final Stomp skill as soon as possible because it's so damn good, which means you want exp.

Personally, I'd like less blatant filler quests, even if it does mean a slightly shorter game.  Instead, I'd prefer if the filler quests the game does have are better in quality.  Using Dead Island as an example once again, I've done two separate quests where I have to go get insulin for someone and another where I have to go get an inhaler.  That's kind of annoying.  I'd rather they cut one of those out and make one insulin quest that's really good.  

Also, multiple filler quests that you get at the same time, which are in roughly the same area, aren't nearly as bad as quests that make you back-track.


Actually, I think I could write a good quest about fetching insulin in Dead Island. Make it so that the person who you're fetching it for has a supply somewhere, then when you find that supply, you find that it's empty. You investigate, and you discover that some person has stolen it, so you go searching for the person. The thief turns out to be a kid that needs the insulin. He might not die without it, but it certainly wouldn't be good for him. You then have to make a choice. Make him return the insulin, and finish the quest, thus getting the reward (which should be rather good to make this choice more difficult) or let the kid keep it but miss out on the reward. It might not fit perfectly in the world of Dead Island, but in a game that doesn't take itself too seriously at most times, something like that might seriously impact you. Imagine if you chose the "make him return the insulin" option, and later on in the game you hear about a boy with diabetes dying from lack of medication? Or if you chose the "let the kid keep it" and you later find out he's actually a bad person that goes around stealing medication from around the island. Not to applaud myself, but I think that'd actually be pretty darn cool.

That is pretty good.  It's certainly better than just another fetch quest. 

That's what I mean when I say I would take less filler quests in exchange for higher quality filler quests.  They could add some steps or give it some consequences.  I especially like when your reward isn't just something they give you but something you obtain from the quest itself or that your actions help in creating.  Like, "if you go to my house and rescue my cat, you can have my handgun in the closet."



pokoko said:
Teeqoz said:


Actually, I think I could write a good quest about fetching insulin in Dead Island. Make it so that the person who you're fetching it for has a supply somewhere, then when you find that supply, you find that it's empty. You investigate, and you discover that some person has stolen it, so you go searching for the person. The thief turns out to be a kid that needs the insulin. He might not die without it, but it certainly wouldn't be good for him. You then have to make a choice. Make him return the insulin, and finish the quest, thus getting the reward (which should be rather good to make this choice more difficult) or let the kid keep it but miss out on the reward. It might not fit perfectly in the world of Dead Island, but in a game that doesn't take itself too seriously at most times, something like that might seriously impact you. Imagine if you chose the "make him return the insulin" option, and later on in the game you hear about a boy with diabetes dying from lack of medication? Or if you chose the "let the kid keep it" and you later find out he's actually a bad person that goes around stealing medication from around the island. Not to applaud myself, but I think that'd actually be pretty darn cool.

That is pretty good.  It's certainly better than just another fetch quest. 

That's what I mean when I say I would take less filler quests in exchange for higher quality filler quests.  They could add some steps or give it some consequences.  I especially like when your reward isn't just something they give you but something you obtain from the quest itself or that your actions help in creating.  Like, "if you go to my house and rescue my cat, you can have my handgun in the closet."


Yes exactly, they need to srinkle it more with believable but unique situations (What counts as believable of course varying from game to game). In Skyrim I'd live to have a quest where a meteor had crashed, and you go to the site to check it out, then xxxxxxxxx (I'm not sure what) happens, and you make a badass and unique sword out of the meteor. And it would be completely void black. Mmm..... Soo cool.... Uhm, sorry, got lost in my imagination a bit! But yeah, side quests are often too generic and bland. Even a fetch quest can be given a lot of "personality" (Like the insulin scenario I just wrote out).

 

Hire me as a video game writer, Bethesda dammit!



I would personally like a game with many side quests that are apart from the main game. Then implement a user feedback system to show people which side quests are popular and worth doing.