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File: quests.jpg (212 KB, 1280x720)
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How do you feel about questing in modern JRPG's? When you talk to an NPC in need or accept a request from a Notice Board to perform a variety of tasks for them in exchange for a reward. I'm very mixed on them.

From a developer's point of view, they're great because you give the player a direct reason to scour the world that they've designed as you search for an item, battle, or some other objective. It also greatly pads out the game so the player will really get the impression that they got their money's worth. But that's just that, it's padding. These quests turn 30hour JRPG's into 50+ hour JRPG's. From a player's point of view, I feel the padding really hurts the replayability of a JRPG because you're less likely to want to do these chores once again.
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>>4107448
>modern JRPG's
I quit playing JRPGs 20 years ago
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>>4107448
>replayability of a JRPG
It's always the same though.
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>>4107448
Is the padding mandatory to complete?
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>>4107448
I prefer more natural feeling sidequests. If you're doing the request thing, it should be more like Phantasy Star IV's Hunter's Guild where each one is a mini-story with unique events, rather than a million generic "collect X items" or "defeat X monsters" quests.
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>>4107448
i feel that jrpgs are long enough without fetch quests. unless the game is just that fun and compelling, i don't like them nowadays, especially when gear is locked behind them.
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I actually don't mind fetch quests so long as the combat isn't tedious or boring, or the stuff I have to fetch isn't a lot or heavily RNG dependent.
I guess I hate fetch quests too.
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>>4107448
Absolute fucking ass. MMO questing is a plague and needs to stay the fuck out of the way.
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>>4107448
One of the core strengths of JRPGs is that the actual combat experience is often fun, as opposed to WRPGs. JRPGs giving you sidequests to justify more combat gameplay is generally a good thing.

Where JRPG sidequests often struggle is being good stories in of themselves, when often story is a core appeal of JRPGs. The sidequests often have mediocre to nonexistent audiovisual presentation (no voice acting, mediocre camerawork, stock animations, etc), so they generally suck compared to WRPG sidequests where more effort is poured into them (Bloody Baron in Witcher 3, BG3 sidequests, etc).
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If those side quests are shit like kill x amount of monster y like in Xenoblade then the game would be much better without them.
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>>4107448
If the game's bad, then I might end up thinking like you do. DQXI was good enough for me that I didn't have time to think like that at all.
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>>4107448
It's only padding or filler if it's empty and shitty. If you're on a world-spanning quest to collect earth shattering artifacts, is the whole game a fetch quest? No, everyone will overlook that and judge the actual content.

Quests should affect the actual game world, like how running materials to town in Etrian Odyssey secures a supply line and makes the result permanently available for anybody to buy. They should absolutely not be a pointless detour like
>must visit quest board/guild
>to unlock the quest giver
>so the actual objective spawns
>so you can return to the NPC
>and finally the board/guild itself for the reward
The point of an actual bulletin board is just to inform people something exists
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>>4107448
I dislike them, especially when they are available at staggered rates and force you to go back to zones you just did quests in. The only ones I like is something like hunts from FF12 and 16. The only thing is they need to make them available before you go to the zone. I don't want to have to back track over and over again.



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