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how do you make satisfying side quests that aren't just fetch quests?
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>>750196659
Legitimately just play Zelda.
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>>750196840
fetch quests
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>>750196659
by not making them for the sake of having side quests
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>>750196659
The same way you do main quests have interesting characters, stories and things to fight but scaled down.
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>>750196659
dont make fetch quests then
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>>750196659
Make them combat challenges that test your skills in various ways related to the games mechanics. See how well you can parry, if you avoid 100 missiles without being hit, how long can you juggle an enemy in an aerial combo. That sort of thing.
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>>750196659
intrigue and subversion of expectations. having a quest giver betray or lie to you, or maybe you're approached by an opposing character who wants you to betray the quest giver
also having multiple avenues for competing a simple task can be fun
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Retrieving an item isn't a bad premise inherently, it's just not a very interesting one for why the player should care. That's the main factor to consider.
>why does the player care to do this?
>why does the player care about the questgiver?
>why does the player care about the quest's gameplay?

The below involve some potential answers to these questions.
>>750197250
>>750197419
>>750197698

The main issue you run into is that a lot of bad writers care about their writing more than they care about the reading, so you end up with slopfests.
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>>750196659
Just make them like filler episodes in an anime, side stories that have little to no relation to the main plot but are fun to go through
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Interesting environments. Shadow of the Erdtree was lacklustre, but the Finger Ruins weirded me the fuck out. Fetching the bell shit was functionally just a fetch quest, but having it be in some frekish hellhole affected how I went in and made it a more interesting time than if it was just some field etc.
Not much else you can do and have it still be a fetch quest. Additional complications make it something else.



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