Irrelevant Sidequest: Difference between revisions

m
update links
m (update links)
m (update links)
Line 22:
* Particularly jarring in ''[[Earthbound]]'', in which Ness, a fourteen-year-old boy, performs exorcisms and corporate espionage, overthrows a cult, and enters a partnership in a startup mining venture.
* These are arguably the whole point of ''[[The Elder Scrolls]]'' series. There are dozens upon dozens of irrelevant side-quests (The first two had infinite quests that were procedurally-generated on-demand), all of which are optional. Even the "main quest" a.k.a the game's entire plot, is optional. Players are expected to pick-and-choose which ones to complete on their own.
** This doesn't keep four out of five games from having main plots with good in-universe reasons for why you ''[[Take Your Time|shouldn't]]'' keep them hanging (the exception is [[The Elder Scrolls II: Daggerfall]], which instead has reasons ''why'' you'd go off and do entirely unrelated things for a while).
* Humorously [[Lampshade Hanging|lampshaded]] in ''[[Fallout]] 3'', which has a radio station on which the DJ periodically gives news reports about the various side-quests your character accomplishes (i.e. if you help the settlement of Arefu in the Blood Ties quest, he'll praise you for doing so). One quest involves collecting 30 bottles of a limited edition soda for a cola addict. When you finish the quest, the DJ's news report is simply "The Lone Wanderer is done collecting ''soda bottles''. Sheesh, talk about your slow news days".
** Surprisingly subverted in the first two games, though. No matter how irrelevant they may seem, many of the sidequests you can undertake can, and often do, directly affect the game's ending depending on how you completed them. This is also the case in ''[[Fallout: New Vegas]]'', which came after ''Fallout 3''.