Good to hear TW3 will likely have strong quest design. If only I had any hopes about the combat, alas...
Ultimately, I don't think "optional" works that well as an excuse.
First of all, he cites New Vegas, which also had lots of optional quests that were still high-quality and meaningful.
Second, it's not easy for the player to know beforehand if an optional quest is worth doing or not. If the player can only avoid bad optional quests by avoiding ALL optional quests (including the good stuff), that's a problem. Game designers should curate their content; they shouldn't just throw in everything possible and leave it to player to sort out what's good and what's not.
Finally, bad optional quests can bring down the quality of good core quests. A bad quest can make otherwise potentially interesting activities (say, fighting a particular type of enemy) less interesting through repetition. Fighting a cool demon in a core quest might be fine on its own, but if you've already fought many similar, less cool demons throughout hours of optional quests? It won't be nearly as fresh.
I hate this excuse. Just because a part of the game is optional doesn't mean it should be lazy. Especially in an RPG where those "optional" quests are a big component of the game.
Great posts. So sick of hearing the "b-b-but it's optional!" excuse. It might be a valid excuse if said fetch quests didn't make up 90% of the game content and it were just the one or two side-quests, but even then, there's no reason why optional content shouldn't be good. My favourite level of all the Souls games is 100% optional after all (Painted World of Ariamis).
Maybe Dark Souls III should* have tons of empty side rooms everywhere with empty tunnels, and a small Great Warrior Soul as loot in the middle of each (sometimes it might even be a
Legendary Warrior Soul!). When told that hey, these rooms are boring and pointless and their reward is rather feeble, we'd say, "it's optional! what's your problem, just skip them!".
* I don't actually think it should
Good words to hear. New Vegas has the best quest design of any rpg I've played.
I have to agree. I am really underwhelmed by side-quest design in open-world games in general, but F:NV pretty much blew me away. And that's all thanks to the quality of its writing.
Granted, if your idea of a fetch quest is simply "go somewhere and get an item" then FNV has plenty of them. The mission structure itself is not the issue, it's how the dialogue and context around the mission is handled that's important.
Absolutely.
Take and example from... say, Destiny (lawl). I played the beta and I remember having a side-quest where they told me to go to some crash site and scan the area. So I say, OK, let's see what we have. I follow the marker until I find the ship wreckage. Then Dinklebot (I think) tells me to scan and I get a button prompt. I held the Scan button for a few seconds, until it said "Scan 100% complete", and Dinklebot said "Scan is all done. Good job!". And then the mission was marked as completed and disappeared from my log.
...That was literally it. Go to the place on the map, hold a button, done. Why did I have to scan this wreckage? Who wanted this information? What will they do with the scan data? Is there something noteworthy about this ship, should I explore around? All these questions, no one in the game even asked. Needless to say, it did not encourage me to pick up any more missions (or the actual game when it came out). If the game had provided an actual context, or something of a challenge around this "scan this wreckage" mission, it would have made a huge difference.
At the end of the day, most quests can be reduced down to going to/exploring <place>, collecting <item(s)>, speaking to <NPC(s)>, etc. And perhaps with some back and forth between those things. But what makes them fun is how they're written, and the many ways they can be solved. F:NV did that amazingly well, though I wish it had actually
fewer possibilities for each quests if it meant the game was less buggy overall. All those interconnected NPCs and quest resolutions often caused massive bugs, sadly.