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What Makes A Good Side Quest? Podcast Questions!

Hello, Patrons!

This week we'll be discussing what makes a good side quest. If you have any additional topics you'd like us to discuss feel free to ask us in a comment!

What Makes A Good Side Quest? Podcast Questions!

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A good sidequest adds to the story and doesn’t feel like filler. A lot of the FFVI sidequests felt this way. Not just generic fetch quests, but meaningful missions that enabled you to get new Espers, equipment, or even characters like Umaro or Shadow (in the world of ruin). They felt like earnestly crafted b-Sides rather than resource gathering or generic escort missions. *currently playing Octopath Traveler. Enjoying it, but a lot of the side missions, as well as the story overall, feels quite generic.

Christopher Kowalchuk

Hi y’all. Thanks for answering my question about a hypothetical FFVI film/TV adaptation. P.S, There must be another Chris Kowalchuk lurking about because I’ve never lived in Utah.

Christopher Kowalchuk

In light of your recent experiences in Suikoden II, I've got a question - When and how can storytelling via gameplay go horribly wrong? I'm guessing the primary way is when the storytelling constantly forces you to feel like you lost, regardless of your performance. (FF4 does this a lot, but it doesn't annoy me in that game, as you usually win the COMBAT, but then the cutscene afterwards reveals how your characters are set back anyway.) Other possibilities: my brother was royally cheesed off on his first FFVII playthrough given how much grinding he had done with Aeris. The opening of Owlboy has your character "failing" at a number of tutorial tasks - some people seemed to respond really well to this, but it felt kind of forced and arbitrary to me (at least the WAY that it was done). There's also Egoraptor's complaints about Ocarina of Time, where assigning quests to the player character that don't align with the player's actual motivations annoys him. What do y'all think?


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