Hubilub said:
Axeli said:
If they made the main quest bigger and better while taking away side quests, that would just make the game more boring.
What would you want? A huge main quest with no other side quests, meaning that if you are bored with the storyline, you have no motivation of exploring other than to find enemies and kill them.
I've played plenty of games like that and they were fun.
Or do you want a main quest that you can do, and then several side quests you can encounter on your journey, making exploration much more fun. You could've accomplished that with having more special armour and weapons to be found, or some other rewards for taking out raider compounds and supermutant fortresses. That would have been often more motivation for me than fetch quests.
Having just a bigger storyline would not have made it equally as fun to explore as with sidequests. Part of the fun with exploring is taking a random path and going around finding interesting things. If the storyline guided you through the wasteland, you would only find the interesting things by going a linear path.
Instead we have multiple separate linear paths. Again it's finding them, having a change to explore the environment for some obscure reason what is fun. And I don't mind some side quests, as long as they are implemented properly. In WRPGs, they tend not to be. See my other post about how they would be done correctly...
They should branch out of the main story, or even other side quests, so that the player has some context and a reason to care about them. Just making them completely random and shallow storywise isn't interesting, it's padding.
For Fallout 3, there could have been for example a quest where you find about your dad's past and possibly look for your relatives. See, some (though perhaps minor) context. That's something I'm motivated to do because it has something to do with things and characters already established.
Returning to Vault 101 was one of the few quests like that FO3 actually had. I had reason to care about that because it had to do with another part of the story.
A story tree is better than story shrapnel.