Originally Posted by
Viragoxv535
Go to original post
I agree but would actually prefer a variety of side quests to augment longevity.
I agree, I'd love more variety in them, I'd also really like to see full side-quest chains with a narrative around them, separate from the narrative of the mainline campaign quest. These side-quests could overlap or inter-twine with the main narrative, but they should be separate and not mandatory to do. For example, say there is a farmer who's ranch the Seed's have been trying to get to sell his ranch, he could offer a series of quests helping him in his struggle to defend said ranch from the Seed's attempt to de-value his land or scare him away. It's connected to and makes sense in the context of the main narrative, but it is not necessarily directly tied to it see. So things like that I think would be a lot more interesting than just a person in a liberated safe house offering one of 3 cookie-cutter quests that all share the same basic set up of "go here, kill X, take photo/ hide body/ free hostage"
I also believe side-quests are a great way to offer unique gameplay scenarios. They could have mechanics, features or functionality that maybe wouldn't come into play in any other part of the game, but would be a nice break from all the things you are regularly doing while playing the various other activities. For instance, maybe one of the quests from this old rancher is helping him clear up a mess the Seed's made trying to damage his farm by falling a tree onto his shed, so now he asks you to use his chainsaw to cut the tree down into manageable sizes for removal so he can work on repairs. You would have a chainsaw that you'd carry and cut the tree to smaller pieces between maybe a few waves of cultists coming & trying to stop you. Just a little brain-storm idea there but it's an example of how they could introduce unique, palette cleanser moments into the side-quests to keep gameplay fresh....
1 people found this helpful