WaterFish
Active member
- Joined
- Apr 1, 2023
- Messages
- 85
- Points
- 33
…I hate it when novels borrow a little TOO MUCH from RPGs. Especially when the novel adds in an obligatory fetch quest about grabbing something, then revisiting where you went before to give it to some guy to obtain quest rewards.
Why does this even exist…?
There are games that try to pull you into a narrative and always keeps the ball rolling, then there are fetch simulators where 90% of what you’re doing is secretly a fetch quest.
I don’t care if there are other elements sprinkled in. There is no forgiving this nonsense. The only time it’s forgiven is when there is some sort of timer at play. A reason to grab it at first opportunity. Not stand around until it is found.
It feels too passive if there isn’t something making you WANT to climb a treacherous mountain of swords to get the quest item.
Why does this even exist…?
There are games that try to pull you into a narrative and always keeps the ball rolling, then there are fetch simulators where 90% of what you’re doing is secretly a fetch quest.
I don’t care if there are other elements sprinkled in. There is no forgiving this nonsense. The only time it’s forgiven is when there is some sort of timer at play. A reason to grab it at first opportunity. Not stand around until it is found.
It feels too passive if there isn’t something making you WANT to climb a treacherous mountain of swords to get the quest item.