10 Overused RPG Mechanics That Must Die Next Generation
10. Uninspired Fetch Quests
Uninspired is the operative word for this entry. The Witcher
3, for example, had a lot of, “Go here. Do this. Grab that. Kill. Come back.”
And that’s okay. If that’s the gameplay loop the developers want the player to
be comfortable with, it’s understandable as there’s only so much you can offer.
What makes The Witcher so special, though, is that there’s a huge difference between
being told to go and grab or kill something and motivating said request. If
you’re motivated to track down a wolf in the woods because it used to be
someone’s loving husband who ran away, then there’s at least the
tiniest bit of intrigue there. Extra points if the writing is well
What doesn’t work, though, is simply making the protagonist
go and get s**t for the sake of it just to pad the length so you can now brag about more side-quests being in your game.
Ultimately, we want something interesting. I don’t care if Geralt is off
finding a sandwich in Kaer Morhen, if it’s a magical sandwich that could
transform the evil beggar into a mouse, then it becomes more enticing. Maybe a
poor example but the point is there. Motivate the player, show them why the
protagonist and more specifically, the player, would want to do this quest.