Sidequest Sidestory: Difference between revisions

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See also [[Chain of Deals]]. Closely related to [[Match Maker Quest]], which focuses entirely on love and [[Non-Player Character|NPC]] coupling.
 
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* ''[[Xenoblade Chronicles]]'' can't get enough of this trope. A big achievement in the game is completing the "affinity map" showing every [[Non-Player Character|NPC]] and how they relate to each other, and an even bigger achievement is to make sure the majority of those relationships are happy ones!
** And some of the more prominent [[Non-Player Character|NPCs]] get moral choice quests where you're basically deciding which of 2 paths someone's life should take, and the game makes it deliberately ambiguous which choice is "bad", almost like real life! It does a great job of making you become attached to certain passers-by...
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* A few sidequests in ''[[The Witcher]]'' do this. Most notably, allowing the Scoia'tael to take the shipment of weapons in Act I results in an NPC being murdered in Act II.
* All the quests labeled with 'Story' in ''[[Dragon Quest IX]]'', which are available through DLC. A lot of backstory is only available through these.
* ''[[Golden Sun]]'' hits this up a few times, mostly between the first two games. Opting to save an imprisoned merchant or rescue a man trapped in a land slide has it's own immediate rewards, but then in ''[[Video Game/Golden Sun The Lost Age|Golden Sun: The Lost Age]]'' many of these people track your party down to give you helpful items for helping them out.
** ''[[Golden Sun: Dark Dawn]]'' does this poorly. The initial quest you were sent out on gets completed, and then the games real quest starts. By the end of the game, the player's original mission has been demoted to an uncompleted side quest, with only the item sitting in their inventory as a reminder of why this even started in the first place.