10 Overused RPG Mechanics That Must Die Next Generation

7. Radiant Quests

Fallout 4
Bethesda

Another settlement needs your help. The Thieves Guild needs you to get the same item from the exact same building you just went to. You need to go and kill another wanted criminal.

Similar to that of the uninspired fetch quest, radiant quests - also known as Todd Howard’s ability to justify saying, “You can play this game forever.” - are unneeded. I can’t think of a single justification for radiant quests besides grinding experience or items. So, I think we can say they’re worse than fetch quests. Let’s break down an example: whenever you go within a five-mile radius of Preston Garvey, he will sprint at you, passion burning in his eyes, to let you know a settlement is being attacked. That’s your motivation, a settlement you don’t even remember clearing is in danger.

You could go and help them, clearing any enemies and earning pennies. However, you could just as easily not do that. Instead, try to stay as far away from Garvey as humanly possible with zero consequences. This style of quest is present throughout many, often lacking, RPGs and they can give you something chill to do between outings. The main issue with radiant quests, though, is that they aren’t just repetitive, they’re repeated quests that offer no change, benefit or consequence.

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