Vire said:
ME1 or ME2 didn't handle it that way either.
Indeed and it was bad there too, but its more noticeable in ME3 because the stakes are so much higher.
Vire said:
No RPG has ever handled side quests like this.
Recently? Fallout: New Vegas, Deus Ex: Human Revolution, Tactics Ogre: Let Us Cling Together, Alpha Protocol, SMT: Devil Survivor all come to mind.
All but arguably the 4th do a consistently good job of creating sidequests that make sense for the player character to be doing:
In NVs case, the setting just naturally supports the ability to roam, gather resources, and run into events.
In the TOs case, the reason the protagonist would do these quests are usually justified in context with the main story(hearing suspicious reports of enemy soldiers in territory that seemingly has no significance to the war, wanting legendary treasure as a way to fund the war effort, etc.).
For AP, many optional quests are centered around gaining information and resources in order to tackle the more important ones. In a way, its like there arent any side quests at all(since doing a certain number of them is mandatory anyway); just optional main quests.
In Devil survivor, the main story is pretty much driven by smaller optional events and the characters tied to them(so it kinda has that in common with AP, though they handle it differently). The characters generally dont really know exactly where to go all the time, so these events are treated like happenstance. Theres also a time progression system, so you never feel like you are ignoring the main story by doing optional stuff.
All 5 generally connect sidequests to major thematic elements brought up within the overarching story, or bring greater understanding to some element of the main story itself.