Side-questers Anonymous

Dragon Age Origins Blog sidequest How Dragon Age 2 Can Improve Sidequesting

Hi, my name is Steve and I’m a sidequester. Sure, there’s a Blight to be stopped out there, but will it really hurt anyone if I walk from Orzammar to the Circle Tower and back to try to see if a dwarf girl can study with the magi? So as I ran around not fighting the Blight and thinking about Dragon Age 2 I had a couple thoughts about the quality of sidequests and how the game’s new format may help improve them.

Acknowledgement No. 1: Sidequests are optional

Yes, I realize that you don’t have to do sidequests. However, I have something of a sidequest disorder. If there are sidequests, I feel compelled to do them. I’m powerless against them. And honestly, nearly all players will at least do some sidequesting. They may not take it to the maximum, but I suspect there are very few players who never deviate from the main story line to take on a side job or twenty. So whether you’re a casual sidequester or hopeless addict, the below can apply to you.

Thought No. 1: The purpose of side quests

Lets be honest with ourselves, in RPGs, sidequests have become a necessarily evil of the genre. Developers want to give players the opportunity to increase their strength by giving them a medium by which to gain more experience, money or gear. Sidequests also have the beneficial effect of adding hours of gameplay to a game, padding out the total number of hours that it takes to finish the game, a game that promises 40 hours of gameplay is more attractive than a game that only offers 20 hours. If you don’t believe that, look around the BioWare forums for people doomcasting that Dragon Age 2 is going to be less good than Origins because it will be way shorter because of the addition of voice-over.

Dragon Age Origins Blog sidequest 8 How Dragon Age 2 Can Improve Sidequesting

In the early days of RPGs – think first and second generation console games -  the amount of sidequesting was relatively low. This was due in part to the programming limitations and size limitations of the media (cartridge) being used. A major mechanism in those games were random encounters, which allowed players the option to grind through monsters to rack up experience and gold. Nowadays random encounters are pretty much extinct.

Many games now have infinite spawns that you can choose to fight on the map, like Final Fantasy XIII or Dragon Quest IX. A big part of these kind of new “infinite” systems seems to be component grinding, where you may have to fight Monster X 100 times to gather a certain number of Item Y to craft Weapon Z.

Other games, like Dragon Age, have a mostly static number of enemies in the game. Once you clear out the darkspawn in the Deep Roads in the Orzammar quest line, there’s no more darkspawn there if you return later. Although there are some random encounters on the road and a few places where new enemies may pop up after you clear it (Brecilian Forest), you can’t really grind up effectively by these methods.

In both types of games, sidequests are added to fill those needs. The sidequests you run into the game are mostly (and I say mostly because we’ll get to a few exceptions later) there to fill a couple needs – experience, money, or gear.

More thoughts on page two …

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