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In a typical RPG videogame, it's basic practice to stuff a few fetch quests
and collectable hunts in to beef up the play time. Some games go the extra mile, and make these sidequests
string together to tell the backstories and continuing tales of the NPCs
around you. For example, a sidequest could be to fetch a poison sword
for someone to help them win an upcoming duel, and a follow-up quest deals with everybody calling that person a cheat for using poison and ostracizing them (real example from Xenoblade
). Done well, this can lead to the feeling of playing within a living, breathing game world.
See also Chain of Deals
. Closely related to Match Maker Quest
, which focuses entirely on love and NPC
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- World of Warcraft used to overuse this trope to the point that it was almost impossible to distinguish main quests from sidequests. They generally have an area-wide story arc, along with many many smaller story arcs that you could pick up while you are running about. A lot of leveling guides take advantage of this by making you pick up quests that go in the same area.
- Star Wars: The Old Republic has planets that each have their own quest chain that usually revolve around the situation going on there at the time the player arrives. Most if not all of the planets in the game have stories that revolve around the war with the Republic or the Empire and, depending on which faction the player is on, will determine what types of quests you can do there.
- Xenoblade is filled with sidequests that involve named NPCs. Completing these sidequests affects relationships between these characters, something shown in the global affinity chart; and there are many that connect with each other, further evolving these relationships. Furthermore, there are some overarching sidequest arcs that progress alongside main plot, and whose connection between individual quests becomes apparent as they are completed; one of them in particular ending with a rather special Bonus Boss.
- A lot of them in Dragon Age II: Completing a sidequest in one act will make you deal with its consequences in the next or even until the end of the game, such as the Bone Pit quests. Word of God is, this was the whole reasoning behind the three-acts-and-time-skips plot structure.
- The Elder Scrolls series started off without use of this trope in Arena, and then started to add more and more story-driven sidequests as the series progressed. Different entries in the series typically have the main quest, the standalone sidequests, and major story arcs consisting of sidequests for each big faction in the setting (Fighters Guild, Mages Guild, Thieves Guild, etc.). The latter are often almost as expansive as the main quest.
- Skies of Arcadia
- One sidequest has the player act as a go-between to reunite a mother and daughter, helping the daughter acquire the right ingredients to properly make her mother's"Kabal Skewer" recipe. At the end of the quest, they'll reconcile their differences with her mother agreeing to start visiting her daughter again.
- The Gamecube remake (Skies of Arcadia: Legends) has the exclusive Piastol/Moonfish sidequest, which is time consuming and requires you to fight Piastolnote 3 times, while collecting Moonfish for Maria, who 's found on Doc's ship. During which, you learn that she's Piastol's missing sister and eventually reunite them.
- There's a fair amount of this in the Final Fantasy Tactics series, but since each game is pretty much made of sidequests...
- The Deus Ex series has something similar to that. You can hack computers and read emails on them. A lot of times if you have enough time and patience to do this on every PC you find in the game, you'll notice that a lot of them are tied together in complex stories that don't even have anything to do with the game plot - they're just there because the developers wanted them to be.
- Tales of Symphonia features many of these. They'll nearly always give you backstory on party members, like why Zelos is putting up such a happy front, or Yuan's connection to Mithos.
- Baldurs Gate 2 had a number of different examples of quests that linked to one another separate to the main storyline- each class had their stronghold quests, while any class could do the main quest line for each stronghold.
- In Wild ARMs 3, a series of sidequests involve investigating UFO sightings. Not only these don't have anything to do with the main plot, it eventually results in the discovery of a separate menace to the whole world: an alien invasion!
- This quest also finally explains what those bizarre orchid-shaped monsters unique to the Wild Arms series are: aliens!
- Nearly all sidequests in The Last Remnant have their own backstory and characters. The sidequests cover a wide range os stories that really flesh out the world, and are often necessary to unlock extra characters and boost their stats.
- A few sidequests in The Witcher do this. Most notably, allowing the Scoia'tael to take the shipment of weapons in Act I results in an NPC being murdered in Act II.
- All the quests labeled with 'Story' in Dragon Quest IX, which are available through DLC. A lot of backstory is only available through these.
- Golden Sun hits this up a few times, mostly between the first two games. Opting to save an imprisoned merchant or rescue a man trapped in a land slide has it's own immediate rewards, but then in ''Golden Sun The Lost Age' many of these people track your party down to give you helpful items for helping them out.
- Golden Sun: Dark Dawn does this poorly. The initial quest you were sent out on gets completed, and then the games real quest starts. By the end of the game, the player's original mission has been demoted to an uncompleted side quest, with only the item sitting in their inventory as a reminder of why this even started in the first place.
- Final Fantasy Tactics Advance has a developing side story in over 30 missions involving a criminal organization. You start off in apprehending a chicken thief and then snowball it from there to reach the head of the faction himself as he tries to take over Ivalice with his power.
- Final Fantasy Tactics A2 has several of them with varying length, but there are two that play the biggest impact in the game:
- One side story involves a non-hostile zombie who seems to have retained some human intelligence and is trying to find out what changed her into a monster. As you investigate through a series of missions, you uncover a sordid tale of jealousy and betrayal, and eventually discover the cure that changes her back into Frimelda Lotice, a legendary swordswoman who joins your party.
- Another side story has you clashing with "Duelhorn", a foreign criminal organisation who is laying groundwork for an invasion into Ivalice. As the story progresses, the four leaders develop in character and eventually turn on each other when it becomes apparent that some are way more malicious than others, and that they are being manipulated from within.
- Fantasy Life has a main story whose main purpose is Opening the Sandbox as new areas won't become available before the portion of the story that will require the player to travel there. All tutorial quests for the jobs the character can take have a small plot involving the other characters with the same job. When the player gains higher rank in their job, it unlocks new dialogue from colleagues that sometimes calls back to what happened in the tutorial quest and gives them a little development.
Third Person Shooter
- The Mass Effect games have a few examples where sidequests are chained together- Mass Effect 1 has the Cerberus quest line from Admiral Kahoku, while Mass Effect 2 has you tracking back the source of infected mech VIs in order to prevent further outbreaks or the Blue Suns quest line in which you shut down a piracy operation.
- The Grand Theft Auto series features this. In some cases they are required to achieve 100% Completion.
- The most prominent example is in Grand Theft Auto: Vice City, where Tommy can purchase several assets. Many of these assets unlock sidequests not directly relevant to the main story.