The highs and lows of side quests


Syp of the Bio Break blog started a discussion, earlier this week, about the value of side quests, or indeed whether they still have any value at all. More prominent storytelling in many MMORPGs has caused a split between quests that advance the main story and tell of big and dramatic deeds, versus those smaller less consequential events or tasks that fill gaps in-between the main story.

I certainly agree that some games take side quests too far, Rift for instance when it added the carnage quest made the stereotypical “kill ten rats” type quest into a numerous and entirely narrative-free category of quest – one that you invariably had to do if you wanted to keep leveling at the required pace for zone progression. I guess I’m a sucker for story but I found such quests to be quickly boring.

Other games that I have played exemplify the…

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